So Blurred glass material is impossible in Unreal Engine 4?

Untested code for taking advantage of bilinear sampling and halfing sample amounts.



float3 blur = 0.0; // Always remember to initialize all variables.
//Vertical pass
for (int i = 0; i < cycles; i += 2)
{
  float c = 1.0f / (3.14159f * amount);
  float e = -(i * i) / (amount);
  float falloff = (c * exp(e));
  float e2 = -((i+1) * (i+1)) / (amount);
  float falloff2 = (c * exp(e2));
  
  float combinedFalloff = falloff + falloff2
  float offset = falloff2 / combinedFalloff; 
  blur += SceneTextureLookup(UV + float2((i + offset) * rx, 0), TexIndex, bFiltered) * combinedFalloff;
  blur += SceneTextureLookup(UV - float2((i + offset) * rx, 0), TexIndex, bFiltered) * combinedFalloff;

}