Hi @derek9nine,
I think that happened in a project of mine a few months ago, but I wasn’t sure if it was my implementation or an engine bug.
What I did back then after switching cameras, to avoid this exact error, was a hack like this:
// re-create post effects queue
cameraEntity.camera.postEffects.destroy();
try {
cameraEntity.camera.postEffects = new pc.PostEffectQueue(this.app, cameraEntity);
} catch (e) { }
// toggle on/off each effect to trigger the action that adds them to the effects queue
cameraEntity.script.ssao.enabled = false;
cameraEntity.script.ssao.enabled = true;
cameraEntity.script.bloom.enabled = false;
cameraEntity.script.bloom.enabled = true;
// etc