Is centroid sampling / interpolation possible with custom HLSL?

I´m trying to render an Atlas Texture with precise UV Mapping but with MSAA enabled there are many visible artifacts. I know of a fix in Unity where you enable centroid sampling in the shader like so:

  float2 uv : TEXCOORD0_centroid;

I tried to make something similiar in custom HLSL and modfications in the engine material files but can´t get it to work. I´m no expert with shader programming maybe it´s not possible in UE but there is this mentioning of centroid in the default shader that makes me think it could be enabled?

#define INPUT_POSITION_QUALIFIERS linear noperspective centroid

from Engine\Shaders\Private\MaterialTemplate.ush and also in the genereated HLSL Code in the editor.