TAA and SSR combination

I’m having some problems to integrate these pp methods, i wrote this

target = new THREE.WebGLRenderTarget( innerWidth, innerHeight, {
		format: THREE.RGBAFormat,
		type: THREE.FloatType
} );

composer = new EffectComposer( renderer, target );
composer.setPixelRatio( window.devicePixelRatio ); // ensure pixel ratio is always 1 for performance reasons

taaRenderPass = new TAARenderPass( scene, camera, 0x000000, 0 );
taaRenderPass.enabled = TAAparam.TAAEnabled;
taaRenderPass.sampleLevel = TAAparam.TAASampleLevel;
taaRenderPass.unbiased = true;
	
let ssrPass = new SSRPass( {
		renderer,
		scene,
		camera,
		width: window.innerWidth,
		height: window.innerHeight,
		groundReflector: null,
		selects: ssrSelections
	} );

ssrPass.maxDistance = 180;
ssrPass.camera = camera;
ssrPass.opacity = 1;
ssrPass.thickness = 0.18;

renderPass = new RenderPass( scene, camera );
renderPass.enabled = false;

gammaCorrection = new ShaderPass(GammaCorrectionShader);

let copyPass = new ShaderPass( CopyShader );
copyPass.renderToScreen = false;

//add pass
composer.addPass( renderPass );	
//composer.addPass( ssaaRenderPass );
//composer.addPass( saoPass );
composer.addPass( ssrPass );
composer.addPass( taaRenderPass );	
composer.addPass( gammaCorrection );
composer.addPass( copyPass );

window.addEventListener( 'resize', onWindowResize );

}

function onWindowResize() {

const width = window.innerWidth;
const height = window.innerHeight;

camera.aspect = width / height;
camera.updateProjectionMatrix();

renderer.setSize( width, height );
composer.setSize( width, height );

}

function animate() {

if ( taaRenderPass && renderState === RenderState.Moving) {
	taaRenderPass.accumulate = false;
}

if ( taaRenderPass && renderState === RenderState.Static) {
	taaRenderPass.accumulate = true;
}

composer.render();
controls.update(); // required if damping enabled

stats.update();

requestAnimationFrame( animate );

}

But i only obtain the reflection at the first frame and when i move it disappear.
I also obtain a cartoon effect on the texture when the TAA.accumulate = true.

Thanks