When you lower the currentFrameWeight you get a slightly sharper result. This can cause a un-blurred halo around the character, so it’s not a perfect solution. But it works good enough in many scenarios. In the latest commits epic also did something like this with the TemporalAA shader. It blends based on camera pixel velocity.
I was playing around with keeping a HistorySceneDepth and compare that with the current scene depth. I then had a basic blur of the neighboring pixels and blend between that and the TAA result based on how much they depth match. This seems to cause less artifacts than just ramping up currentFrameWeight. But that was just a proof of concept, so it’s probably not perfect.