Specular aliasing and Normal to Roughness

There’s multiple tricks to reduce aliasing, the shader one probably hasn’t been implemented in UE4, but the Normal To Roughness has. Basically all you need to do is have a normal map and a roughness map, and UE4 will automatically generate the mip-maps for both to reduce specular aliasing when viewed from a far distance and/or if the normal map has very sharp or bumpy details. It’s kinda like precomputed anti-aliasing that maintains correct roughness.