I think I have still the same issue in Unreal 4.27 and Unreal 5.
Is there a workaround?
For now I am just disabling the scene capture from the scene, and then when it is needed:
sceneCapture->SetVisibility(true); // to capture
sceneCapture->SetVisibility(false); // to deactivate back
but I am not sure this has a relevant effect on performances.
There is this related topic too:
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