Why am I getting a weird "double exposure" artifact?

Does anybody know why I’m getting this weird “double exposure” effect? If my memory serves me correctly, I started seeing this issue after I enabled “D Buffer Decals” in my project settings. My scene is lit entirely with dynamic lights and has a custom hdr skybox. I also have mesh distance fields and distance field AO and ray traced shadows on.

Here is a link to a video showing the problem. https://youtu.be/3f8ahXKLzbY

Thanks for reading (and hopefully answering!)

Try to disable Motion Blur.
I’ve seen this bug few years ago, but can’t find where.

Thank you!, I found the answer you were probably referring to, but this is caused by TemporalAA

This appears to be a combination of two artifacts actually. The main one(the lagging mesh image being burned into the screen) appears to be caused by temporalAA and the minor one (the black lines that are also burned into the screen) is caused by a completely separate issue, it appears that the skylight is trying to shadow the character.

This link explains the AA portion of the problem, but I have not entirely figured out the skylight shadow issue yet.

The second problem appears to be a separate issue, so I am marking this one as answered and posting a new question here:

https://answers.unrealengine.com/questions/560855/why-does-my-distance-field-ambient-occlusion-lag-b.html