Outliner Post Processing question

Good Morning!
I am trying to resolve an issue im having in making a post process material for outliners applied to an unbound volume. I am very new to the engine and may use wrong terms
(only been actively learning it realistically for about 2ish weeks) so please bear with me.

I’ve included a picture of the scene.

The two issues i am interested in resolving are as follows:
First, my outlines are not being smoothed or anti aliasing, resulting in a pixelled look to the line itself. I was wondering if there was something i could apply at the end of the process before its fed into emmisive color to resolve this but am unsure where to begin.

My second issue is that for the landscape with slopes that were manipulated into place by me, that there are outlines being applied to large triangles, maybe the UV face? i was wondering if there was a way to add an exclusion to the landscape and or possible the skybox in the prost process material I’m plugging into the unbound volume.

Also i had a third question not related to the PP volume which i imagine is easier to answer as its super nooby. While watching people build in blueprints they on occasion put little pins in the blueprint to better organize the lines between nodes. But never ever explain what inputs they are doing to create it.

Thanks to anyone who read to the end and or replied.

Some more info about the anti aliasing jitter is in the documentation of UE4.
This has to do with in what order effects are applied, solved in this post:

Depends on how the post processing is implemented , probably it checks for certain angles, edges or shapes on the texture to calculate outlines for. You could apply the post processing only to certain meshes (sky, land etc) by creating a depth stencil mask as done here:

https://www.youtube.com/watch?v=ZeYlal1nYrQ

This is probably a reroute node. when you drag a pin to create a line, release drag and type “reroute”. You should consider using one of the blueprint plugins which automate the placement of lines and nodes to not lose time on the BP interface like that.

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thank you so much