Hi,
I’m developing UE4 games for GearVR and I have problems with achieving good visuals with Text renderer actors and UMG 3D widgets (with translucent background). They all seem jagged because of MSAA not being applied to edges of the alpha-blended elements.
On GearVR, UE4 uses MSAA for antialiasing. However, with text widget each letter is a quad, so letter border doesn’t get any multisampling because it doesn’t lie on the edge of the quad. The same happens with UMG 3D widgets.
So this a feature request for some method of texture multisampling on mobile with forward renderer. Probably “alpha to coverage” is the way to go. It Should be supported by all the platforms that Epic is targeting with mobile UE4.