Hi Eric,
I’m not sure if I understood correctly the kind of effect you are trying to achieve. But most FPS games that use a 2D crosshair render it directly on the screen space as an element of the HUD.
In UE, this was previously done by implementing a HUD class (see, for example, blueprint “BP_HUD_BP_Comms” in the Content Examples project).
More recently, this is more commonly done by implementing a UMG widget. Some examples are widget “WBP_PlayerHUD” in the Content Examples project, and widgets “ShooterCore/Weapons/*/W_Reticle_*” in the LyraStarterGame project.
Both approaches above should not suffer from ghosting nor be affected by motion blur or other post processing effects. Another possibility would be to render the reticle itself on a post process material.
Please let me know if this is helpful. Otherwise, would you mind providing some more details about the effect you are trying to achieve?
Best regards,
Vitor