[Feature request] Mobile Antialiasing for Text and UMG 3d Widget components

Hi,

I’m developing UE4 games for GearVR and I have problems with achieving good visuals with Text renderer actors and UMG 3D widgets (with translucent background). They all seem jagged because of MSAA not being applied to edges of the alpha-blended elements.

On GearVR, UE4 uses MSAA for antialiasing. However, with text widget each letter is a quad, so letter border doesn’t get any multisampling because it doesn’t lie on the edge of the quad. The same happens with UMG 3D widgets.

So this a feature request for some method of texture multisampling on mobile with forward renderer. Probably “alpha to coverage” is the way to go. It Should be supported by all the platforms that Epic is targeting with mobile UE4.

Hi, I think the problem is about the Anti Aliasing setup in the .ini files you can find in the Config folder of your project. Look at DefaultEngine.ini and DeviceProfile.ini and change the CVars=r.MobileContentScaleFactor to 2 or more.

tried this but not working you have any other solution? please help me