Directional Light Shaft Bloom on IOS with Desktop Forward Renderer crashes render pipeline, results in black/white pixelated view

Steps to reproduce

  1. Create Blank Mobile Project with High Quality Setting, no Starter Content needed
  2. Set Metal Shader Version to 2.0 (but should also be reproducible with lower versions, 1.2) but iOS version to 11 and Enable Desktop Forward Renderer and disable Metal Mobile Renderer.
  3. In the Directional Light, Enable Light Shaft Bloom
  4. Oberserve pixelated, black/white screen whenever you look in the Light direction.

Tested on newest IPadPro. Metal Mobile Renderer works though.

Added a video to the see the problem

*bump. Please Log this bug to get this fix maybe into 4.19

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1410408-unreal-engine-bug-submission-form

Thanks

This bug is logged as UE-54466 as per UDN as of January 25th. Thanks Jon X for mentioning the new bug submission form but I forgot to set this thread to “answered” as it took too long for my bug report to get an answer here on answerhub, so I took it to UDN.
Btw. I am also not supportive about the new bug submission form. It is just bad, the user experience is bad and the way it is implemented is the worst possible. I just wrote a short idea in the forums for what I think the bug submission form shouldbe improved to.

Furthermore, I think giving all the details, why did you not just copy paste my post into the form yourself. In the end, you would have to reproduce it anyway. But well, as said above, already done but thanks for checking up on the bug reports anyway!