Despite low resolution, fractional units still render extra pixels

My desired resolution is 480 by 270 and I use the code functions SetScreenResolution and ApplySettings. I can check and see that that resolution is set as desired, then my game is still rendered at my monitor’s native resolution (4K in this case).

However, my issue is that if I move my actor by 0.125 units (my camera is set to ortho with an ortho width of 480), then it still renders this “subpixel” to the screen.

I expect it to simply scale up the 480x270 resolution capture and not add in extra information to the final resulting image on screen.

Is there a solution to force it to sample no smaller than a unit (or a specific number) so that this does not happen?

Thanks in advance for any help on this.

The engine might have a different internal resolution rendering.


Is the screen percentage set to a 100% for internal rendering in the scalability settings?

Setting the screen percentage works, but then it ends up blurry. I tried setting the scalability groups to max to counter it, but no luck.

Edit:
I also tried doing

DesiredScreenWidth=480
bUseDesiredScreenHeight=True
DesiredScreenHeight=270

but no luck.