why unreal engine 5.1 and 5.2 selection look pixelated

Hello, why unreal engine 5.1 and 5.2 selection is pixelated compared to 5.0 witch is smooth

Summary

Have you tried tinkering with the anti-aliasing settings in the project settings?

Yes, and by the way I have RTX 3080TI and last driver update.

1 Like

Strange…

Go to your 5.2/5.1 project folder, config. There is a file named DefaultEngine.ini
Post it here, we’ll take a look.

Ok here is the content: of DefaultEngine.ini `[URL]
GameName=MyProject_5_2_1

[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap
GameDefaultMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap
TransitionMap=
bUseSplitscreen=True
TwoPlayerSplitscreenLayout=Horizontal
ThreePlayerSplitscreenLayout=FavorTop
GlobalDefaultGameMode=/Game/ThirdPerson/Blueprints/BP_ThirdPersonGameMode.BP_ThirdPersonGameMode_C
GlobalDefaultServerGameMode=None

[/Script/Engine.RendererSettings]
r.ReflectionMethod=1
r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=1
r.Lumen.TraceMeshSDFs=0
r.Shadow.Virtual.Enable=1
r.Mobile.EnableNoPrecomputedLightingCSMShader=1
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true
r.AntiAliasingMethod=4
r.Mobile.AntiAliasing=1
r.CustomDepth=3

[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
-D3D12TargetedShaderFormats=PCD3D_SM5
+D3D12TargetedShaderFormats=PCD3D_SM6
-D3D11TargetedShaderFormats=PCD3D_SM5
+D3D11TargetedShaderFormats=PCD3D_SM5
Compiler=Default
AudioSampleRate=48000
AudioCallbackBufferFrameSize=1024
AudioNumBuffersToEnqueue=1
AudioMaxChannels=0
AudioNumSourceWorkers=4
SpatializationPlugin=
SourceDataOverridePlugin=
ReverbPlugin=
OcclusionPlugin=
CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0)
CacheSizeKB=65536
MaxChunkSizeOverrideKB=0
bResampleForDevice=False
MaxSampleRate=48000.000000
HighSampleRate=32000.000000
MedSampleRate=24000.000000
LowSampleRate=12000.000000
MinSampleRate=8000.000000
CompressionQualityModifier=1.000000
AutoStreamingThreshold=0.000000
SoundCueCookQualityIndex=-1

[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum

[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName=“TP_ThirdPersonBP”,NewGameName=“/Script/MyProject_5_2_1”)
+ActiveGameNameRedirects=(OldGameName=“/Script/TP_ThirdPersonBP”,NewGameName=“/Script/MyProject_5_2_1”)

[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True
bAllowNetworkConnection=True
SecurityToken=AE8462A1480913C63E424488FE92E754
bIncludeInShipping=False
bAllowExternalStartInShipping=False
bCompileAFSProject=False
bUseCompression=False
bLogFiles=False
bReportStats=False
ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=

`

I didn’t find any setting for outline resolution.
What I’ve noticed: I have the same thing, I just didn’t care to realise that. And that Outline detail is same as objects edge without AA.
This could mean 2 things:

  1. Outline method has been changed;
    Or
  2. The outline has been isolated from AA. Maybe to save some fps.

Right now, I don’t think you can do anything. All you can do is to wait when they fix it (unlikely, low priority) or just deal with it.

Yes, it looks like antialiasing is not working with outline on versions 5.1+ I tried 5.3 preview and its same as 5.1 and 5.2.