DFAO and motion blur artifacts while paused

Dear Mr./Mrs. Answerhub,

I’m trying to implement “tactical pause” in my game as seen in for instance the U.F.O-series, Baldur’s Gate, Dragon Age etc…, where the player is able to pause the action at any time, assess the situation/give orders and then resume the action.
In order to do so I have a pawn that is basically just a camera, and I would like to be able to move/rotate/zoom the camera while the game is paused. My camera pawn consists of a dummy object acting as the camera target, and and a UCameraComponent connected by a USpringArmComponent.
For my camera pawn I enable ticking while paused by calling SetTickableWhenPaused(true), and for my player controller I set the flag bShouldPerformFullTickWhenPaused = true. Then I pause the game. At first my zoom didn’t work, but this was remedied by calling the USpringArmComponent’s tick function manually. Now playing in the editor viewport works just beautifully.

However, when I choose to play as a standalone game and pause tactically, the motion blur and the DFAO starts acting out by creating a blurry/artifacty mess whenever I move/zoom/rotate the camera. Disabling motion blur gets rid of the blurring, though the DFAO seems to
stop updating, and we look at the projected DFAO-result from the frame where we paused. A general wondering is why the behaviour differs between playing in the editor viewport and in a standalone game, though the main question is how we can force updates of the DFAO and/or-motion blur?

So if anyone would care to shed some light on this, it would be greatly appreciated.

Scene after hitting pause:

Rotated scene while paused:

Still can’t figure this out, so we’ll try a bump. Bump.

I’m surprised motion blur was working during pausing… How did you go about that?

Also, did you manage to find a solution to your issue?

Regarding motion blur I toggle it off when entering pause mode, and reenable it when continuing. As for DFAO I haven’t found a solution. The feature request (UE-9136) discussed in this post sounds like a great solution to the problem, though I doubt it’ll ever get done. Maybe someone should poke Epic about it…