Previous frame switch with Spline Mesh Components

Hi all,

I have a rope that I’m building and animating from a spline with spline mesh components. I cannot seem to get TAA to stop blurring the mesh deformed by the spline mesh components when they move. Every frame I’m simply setting the the spline mesh’s position based on some generated values with USplineMeshComponent::SetStartAndEnd.

In the material on the spline mesh I’m trying to use the Previous Frame Switch node to mitigate the blur from TAA. I’m working from the docs example.

However, this doesn’t seem to have any effect at all and I was wondering if anything needed to be done extra. I essentially want no blur at all.

Note: When dragging the spline in the Editor, I do not get this blur. It’s only when the transform of the owning actor or the component itself are modified via function calls directly, either in blueprints or C++. Just an oddity that I noticed.

Thanks.