Why does fullscreen stretch my sprites oddly?

Hey everyone, I’m having trouble getting my sprites to render properly in fullscreen. I’m making an anime RPG and it has dialogue scenes that use large character sprites. They’re typically 3000x3600 pixels in size, and I scale those down to 600 x 720 in the game engine, as the game runs at 1280 x 720 resolution. I did this for my previous game in Ren’Py, but when I’ve done it in Unreal it gets really bad jagged lines around the edges, and they’re not stretched properly.

Here’s what it looks like in a 1280 x 720 resolution, which is what it’s meant to look like (ignore the placeholder dialogue box, that’s being changed soon)

And here’s what it looks like fullscreen, it’s really obvious around the hair especially:

I’ve tried a few things but it’s actually made it worse, using bigger sprites at 3000x3600 and scaling them down in-game makes them very pixelated, and changing the pixels per unit setting on larger images looks even worse too. If I use a larger sprite that works for fullscreen it looks awful in 1280 x 720. I didn’t have any problems with this when I used Ren’Py so I’m not sure what I’m doing wrong.

Any tips on how to make the sprites look better?

I figured it out! Took me hours of clicking, but I went into the texture settings and changed filtering to Tri-Linear. Looks a million bucks now.

Left is fixed, right is not