SceneCapture2D + PostProcess material produces bad UVs?

Hi,
I’ve set up a SceneCapture2D and a PostProcess material to produce a flashbang effect. However, when I hook the RenderTarget texture up to the material, the resultant frame is only the top left corner of the RenderTarget texture. Depending on the aspect ratio of the texture, the stretch will be more or less, but it never will display the entire texture.

My material is dead simple with the TextureSample hooked directly to Emissive Color. The render target texture is the same aspect ratio as the screen. (It also gives similar results with a square power-of-2 texture)

Anyone run into anything like this? I can provide more details/or a clean project if people need it.

Frame:

Texture:

Material:

Apparently this is a known issue.

https://answers.unrealengine.com/questions/131398/running-in-editor-while-sampling-a-full-screen-tex.html