Thanks for the tip! That’s an easier workaround, but I wouldn’t recommend keeping the target FPS for motion blur at 0, as that causes motion blur to be dependent on frame rate, so someone running the game at 120fps would get a lot more motion blur than someone playing at 30, for example.
By the way, I have good news! The issue I linked in my previous post has been updated to “Fixed”, so I guess the fix will be included in 4.25.1. I’m curious to see how it was fixed in the code, but I haven’t been able to find the commit with the fix yet. Maybe it’s in a private branch and my curiosity will have to wait a bit. Thanks for the quick fix, Epic!