So Blurred glass material is impossible in Unreal Engine 4?

With the TempAARandom set to 0 you can see some cool artifacts in specular highlights using various values of “Radial Steps”

3 radial steps:

3.1 Radial steps causes a spiral instead:

3.3 Radial steps causes a sort of fibonacci spiral:

The tempAA random fixes some of this up but not all of it without using tons of samples.

I think there is way better way of using TempAA here this was just an experiment.