I recall there being some code about it but when I tested it, enabling it in the worldinfo and the related console commands only achieved the jitter associated with TAA (with a controllable depth range) but never the actual behavior of using that jitter and making something useful with it.
I believe there was also some TAA shader code in the shader files. but all in all I just never could get it to work.
I suspect Epic never fully implemented it before moving to UE4, but I have a vague memory of some people on UDN discussing it and talking as if they actually had it working