I am experiencing a TSR ghosting artifact during a Day/Night transition in Sequencer. The issue occurs only while transitioning between the Day and Night sky textures. The Day and Night states are both stable when used individually. Setup: - Unreal Engine 5.8 - TSR - Sequencer - Sky material using two textures blended with a Scalar Parameter - The textures are rotated using RotateAboutAxis / VertexNormalWS - Trees use masked foliage materials Reproduction: 1. Set the sky to the Day texture. 2. Set the sky to the Night texture. 3. Animate the Scalar Parameter from Day to Night in Sequencer. 4. Place masked foliage trees in front of the sky. 5. Play the sequence. Result: Previous-frame sky information remains visible around the masked foliage, producing an alpha/ghosting artifact. Additional tests: - Day only: No artifact. - Night only: No artifact. - Day → Night transition: Artifact occurs. - Sky Pixel Animation OFF: Artifact still occurs. - Placing an opaque black wall behind the trees: Artifact disappears. - Replacing the background with a glass/translucent material: Artifact occurs. - Disconnecting the Lerp Alpha: Artifact disappears. - Replacing VertexNormalWS with PixelDepth removes the artifact, but breaks the texture mapping because PixelDepth is not suitable for the rotation calculation. This appears to be related to TSR history/reprojection during a changing sky background behind masked foliage.