I am using a post processing material to create outlines. In certain instances, the outlines flicker and jitter really badly. In the video attached, I have a building with a rectangular trim running horizontally. The outlines are constantly flickering on this trim. I am using TSR AA, and have tried switching to FXAA, but that only fixes the flickering while standing still. I am using unreal engine 5.6. Has anyone run into this issue or know how to fix it?
It looks to me like Z fighting issue.
I think you are not using a Custom Depth Buffer because you want your outlines to be occluded when behind other objects. In this case make sure to offset the outlines a bit in front of the facade plain to avoid flickering.
Could you share how your outline material is set? And is Nanite enabled in your scene? There have been other cases around the community lately, where Nanite and Outlines are generating conflicts.
This is a very common issue with post-process outlines in UE5 when using TSR (Temporal Super Resolution). Thin horizontal/vertical details like your building trim are especially prone to temporal instability because the edge detection fights against the sub-pixel jitter that TSR uses for anti-aliasing.Best Fix to Try First:
Select your Post Process Material.
In the Details panel, change Blendable Location from After Tonemapping (default) to Before Tonemapping.
This applies the outline before TSR does its temporal work, which dramatically reduces flickering/jitter on edges for many people.
In Project Settings → Rendering → Postprocessing, try enabling Custom Depth with Temporal AA Jitter (or disabling it, depending on your setup — test both).
In your material, add a small Scene Texture offset or use a more stable edge detection method (e.g., combine Depth + Normal with a slight blur or Sobel with temporal stabilization).
Console commands for TSR tweaking (type in the console while in PIE):
r.TSR.ShadingRejection.Flickering.Period 8 (or higher, default is 3)
r.TSR.ThinGeometryDetection 1
r.TSR.ShadingRejection.ExposureOffset 5
Lower your Screen Percentage temporarily or test with FXAA + higher resolution to confirm it’s temporal-related.
Would you mind sharing how you’re doing the edge detection in your material (Scene Depth, Custom Stencil, Normals, etc.)? That helps narrow it down further.This issue has been discussed quite a bit on the forums and YouTube recently — the Blendable Location change solves it for most outline setups.Let us know if it helps!