Title: Persistent Lumen GI Ghosting / Smearing on Moving Objects Despite Velocity and CVar Adjustments Unreal Engine Version: [5.7.4]

Hello, I am experiencing a severe and persistent ghosting/smearing issue with Lumen Global Illumination when objects move in the scene. The lighting leaves a very noticeable dark or bright trail behind the moving mesh, as if the temporal accumulation is taking way too long to settle or update the historical data.

I suspect this might be a version-specific bug, as none of the commonly suggested workarounds for Lumen temporal artifacts are resolving the issue without completely breaking the lighting quality.

Steps to Reproduce:

  1. Create a blank project with Lumen enabled (Global Illumination and Reflections).

  2. Place a moving object (e.g., a skeletal mesh, geometry cache, or an animated static mesh) in an enclosed or moderately dark environment.

  3. Observe the trailing/ghosting effect left behind the object as it moves across the screen.

I have completely disabled motion blur and am exclusively using spatial sampling. Interestingly, I did not encounter this ghosting issue in Unreal Engine 5.5 under these specific conditions

I am experiencing the same issue. ue 5.8.2, settings turned to Epic, lumen+nanite+vsm, lumen final gather quality set to 2, No AA/FXAA/TAA/TSR, looking at a default cube, there’s an extremely visible ghosting. Very noticeable behind a metallic 1 (roughness 0.5 - 0.8 whatever) wall. on open, not-shaded areas the ghosting is gone, but as soon as i enter a shaded area, it’s visible on any object and even on screen edges. r.Lumen.ScreenProbeGather.DownsampleFactor doesn’t remove ghosting, and even r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated 1 still shows terrible ghosting. only setting r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated to 0 eliminates it, but completely destroys the image and introduces unusable flickering.