Change aliasing method at runtime in 4.14?

In 4.13, “AA method” was a part of the global post-process volume and could be changed at runtime. Now, in 4.14, it’s part of the “project settings” and I can’t sort out how to change it via blueprint. Is there no longer a way to do this?

Hi SVR33,

While the setting has been removed from the individual Post Process Volumes you can still use an Execute Console Command node to change the AA quality.

Use r.PostProcessAAQuality

  • 0 = off (No AA)
  • 1 = Very Low (Faster FXAA)
  • 2 = Low (FXAA)
  • 3 = Medium (Faster TemporalAA)
  • 4 = High (Default TemporalAA)
  • 5 = Very High (TemporalAA)
  • 6 = Max (TemporalAA)

Just use that command and a value to set the quality.

-Tim

A-HA! That’s perfect. Thanks, Tim!

Why was this changed? I’m using blueprint to control AA settings, but now I have to play the game in order execute the console command at runtime rather than just being able to see the change in editor. Is there a workaround for this? It seems like a frustrating and unnecessary change.

You can just add an Execute Console Command node into your BP.

But the Execute Console Command node will not run in the construction script, so if I want to see a change, I have to include it in the event graph, and play in editor to see a change. Unless I am wrong, but it hasn’t worked any other way in my tests. It just seems inconvenient as much of my work is done by viewing changes in editor and having to pie so it’ll execute at runtime just adds an extra step and allows for artists to get confused as to why the change didn’t do anything when they modified the AA method value.

Ahh… yeah, I see how that could be a problem. Sorry I can’t help more.

That’s alright. Thank you, though.
Epic, is there any convenient solution to this?