How to change anti-aliasing method in real-time?

Hello, is there any blueprint node, or console command to change the anti-aliasing method?

Older posts from the UE3-4 days claim that r.PostProcessAAQuality switches between FXAA and TAA based on the value, however, the documentation for Unreal Engine 5.3 now states that this command now only sets the quality for whatever method you use, entirely forsaking any mention on how to change the method itself.

I want to give players the choice between FXAA and TAA, since TAA is an acquired taste for those who eat motion blur for breakfast. As such, I would very much so welcome the knowledge of my betters on this forum that could tell me how such a feat could be accomplished.

Thank you.

Hey there @User-400315961! I believe this can be accomplished using Game Settings as mentioned in this thread. Hopefully this helps!

Hello @SupportiveEntity, I might be wrong here, but it seems that unfortunately, the resources mentioned in the thread you have shared with me do not contain any information on the topic. Just a vague list of nodes and their inputs, without any information as to what those inputs do.

Here is an image of that:


There does not seem to be any information on changing the method, just the quality of what you are using.

The post below it mentions “EAntiAliasingMethod”, but unfortunately it does not appear to be a feature for 5.3, as the documentation page for it shows the following when I select my engine version:

It is very possible that I have missed something, I tend to glance over things, unfortunately. Nonetheless, I was unable to clearly find an answer to that which I seek.

Update to this post: I only just now noticed “r.DefaultFeature.AntiAliasing”, though I can’t find the documentation page for it… The best thing I could find was this post in the forums, but I would much rather trust documentation for my current engine version than a post talking about a much older engine version.

Second Update: I have also found a Chinese website that seems to say the same, but for UE5. It does however mention that post-processing volumes can overwrite it, which makes me wonder if this is only done when the volume has an explicit AA mode selected, or if this is always done (and I must therefore prepare a blueprint to overwrite all post-processing volumes when a level loads to ensure they match the player’s choice in the settings window).

Third Update: Turns out the help command generates documentation, if it is to be trusted (I know from experience that code auto-gen documentation can’t always be trusted to be updated, and may fall behind over the years), then it should work.


I assume I ought to combine this with r.PostProcessAAQuality based on the scalability settings documentation… I’ll give it a try and update this post if this works.

4 Likes

Yes, it does seem to work. It’s hard to tell since FXAA still looks quite aliased, but I am fairly certain that it is correctly swapping between different anti-aliasing techniques.

I’ll be marking this as resolved. But I’d like to note that perhaps the documentation should be slightly expanded. Including the scalability reference guide, which has no image for TAA and does not go into much detail as to whether or not there is a point in going past a value of 4.

Great work! I agree that this workflow could definitely use a documentation update, and I’ll add it to the suggestions list we keep for the community sentiment. There are more documentation changes in the pipeline for many aspects currently. In the meantime, I’d like to put together some resources in an article for users doing the same in the future.

1 Like

Thank you!

r.AntiAliasingMethod worked here! Thank you!

2 Likes

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.