How to get Post Processing pass as a RenderTarget (multi-pass PP VFX)?

Hi c:
I’m working on a PostProcessing (PP) blur VFX and got stuck.

I want to figure out how to get a certain PP pass/step and render it to a RenderTarget, do some shader vfx, and pass it back to the PP.
The best would be if anyone can tell how to grab PostProcessInput0 on Blueprints side of things as a Texture or RenderTarget (RT).

here’s more in-depth explanation:
I’m making a frosted ice full screen VFX, and the shader blur function requires MipMaps.
I didnt manage to read MipMaps from PostProcessInput0 in Material Graph. Not sure UE even generates them.
So, I thought it would be cool to just render PostProcessInput0 to a separate RT, generate MipMaps and use an extra pass.
Unfortunately, I couldnt find a way to render PostProcessInput0 to a RT.
I tried to use SceneCapture Component to get a scene viewport as RT, but it has its own issues, it doesnt render RayTracing, uses incorrect color space etc. It seems like its not the best way to go.

So, please, if anyone can suggest how can I inject a multipass VFX into PostProcessing, or get PostProcessInput0 as RT, I’d really appreciate. I wouldn’t mind write a bit of code c:

after some research i found this article
i think this is the way to implement a multi-pass post processing effect in UE
Custom Lens-Flare Post-Process in Unreal Engine | Froyok - Léna Piquet

i think i need a good week to implement it this way.
i wish UE had a simple way of implementing multi-pass post processing effects via blueprints.
or at least a simplified version of the article along with some template would be cool.