Is r.ScreenPercentage the same as SSAA

I was just wondering if r.ScreenPercentage is doing the same thing SSAA does. I’m currently testing different types of anti aliasing and learned how SSAA works. Despite its disadvantage when it comes to performance it really renders some pretty good results (Based on video comparisons and game settings).

But I don’t know how to do that in unreal. I found an unreal forum post way back 2015 talking about the screen percentage option under postprocess volume. Looking at it now I think its no longer there.

So is this r.screenpercentage does the same thing as SSAA? Where if you typed in r.screenpercentage 120 it will render it at a 120% resolution and fit that to the actual resolution you have set for your screen?