My Post-Process shaders has sharp edges

Hello, Im trying to do a Ambient Occlusion render in Unreal 5.1

I followed this tutorial to make the shader,

the problem I have is doesnt matter how much Spacial Sample Count I use, or another AA, Im getting Jagged Edges everywhere, and I can´t use this render.

There is a way I can do the Post-process render and keep the edges smooth?

Read the section about temporal anti-aliasing.