Can UE's render target support temporal AA?

I had rendered the scene like this:
1.create a first person project.
2. create a level, which has some buildings and trees.
3.render the scene, it ran well.
4.open “MyCharacter” blueprint, add a scenecapture2d component.
5.create a render target, and set the scenecapture2d’s Scene Capture(Texture Target) attach to.
6.create a material attach to the render texture.
7.create a widget blue print, push a image button to the UI, and set the material as the render target material.
8.on the level blue print, create the widget, and add to viewport.

It ran well but the trees Flicker so much on the rtt, and the original window didn’t. I had set the scenecapture2d’s temporal AA method, it didn’t work.
And if i turn off the project setting’s TAA, the original window also Flicker.

How can i deal with this?

I Had post a article to forums, which is the link:“Can UE's render target support temporal AA? - Rendering - Unreal Engine Forums”.

Thankyou.

Hey CG_VR -

Try using FXAA instead of Temporal AA for the issue you are having it may be a good middle ground to allow you scene capture’s to function without giving up the smoothness of the scene itself. Obviously make sure that your Render Texture is of significant resolution (probably 1024x1024) and that your Scene Capture is set to use your Post Process settings (LDR).

Thank You

Eric Ketchum

Thanks for your reply. I had try FXAA, but the trees flicker terrible. Is that any way to render two viewports and using Temporal AA? may be create dual fullscreen windows and swap rendering? I had done this on OGRE. How can i do under UE?

Hey CG_VR -

Natively UE does not have that function built into it though you can add it in via Code changes. You also may want to try to set the Texture Render Target to Clamp on X and Y and Disable HDR and get a higher quality result. Also make sure that you are using the Scene Capture Actor itself to zoom and not adjusting the Texture Coordinate.

Eric Ketchum