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Changing AntiAliasing Type in Runtime with BP?

Hello,

I've noticed in some games settings menus they have the option to change AA types, I've read that UE4 supports FXAA, MSAA and Temporal AA (Here). Is there a way that I can allow the player to change the type of Anti Aliasing to give more customisability to the player for them to tweak performance?

This isn't a major issue, I'm asking because I'm building a fully featured settings menu for my game and this would be a nice addition.

Thanks for any help!

Product Version: UE 4.17
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asked Aug 31 '17 at 08:41 PM in Rendering

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MikeyBGames
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You need to get GameUserSettings first:

https://docs.unrealengine.com/latest/INT/BlueprintAPI/Settings/GetGameUserSettings/index.html

Here you have ton nodes of different settings but there anti aliasing quality:

https://docs.unrealengine.com/latest/INT/BlueprintAPI/Settings/index.html

And then save them:

https://docs.unrealengine.com/latest/INT/BlueprintAPI/Settings/SaveSettings/index.html

You can also execute console commands to set other things, reducing you problem to finding right command

https://docs.unrealengine.com/latest/INT/BlueprintAPI/Development/ExecuteConsoleCommand/index.html

Note that page you linked mentions that MSAA is used only in primitives used in editor

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answered Sep 01 '17 at 04:09 AM

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Shadowriver
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avatar image MikeyBGames Sep 01 '17 at 04:29 AM

Thanks for replying, But I'm already aware of all those features and have fully fleshed out a settings menu for my game. I was talking more specifically about the Anti-Aliasing type, for example the player being able to switch from FXAA to MSAA if they wanted to.

It's not a huge issue and I'm not sure whether it's possible, but it would add another layer of customisation to the game settings.

avatar image Shadowriver Sep 01 '17 at 04:45 AM

Ok you have 2 options either use this console command

r.DefaultFeature.AntiAliasing

The number you use should be equivlent of this enum (order of this table) note that MSAA is only supported in forward rendering:

https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/EAntiAliasingMethod/index.html

Or use C++, you can set show flag of main viewport for TemporialAA, don't see MSAA you would need to look deeper:

https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/FEngineShowFlags/index.html

avatar image MikeyBGames Sep 13 '17 at 05:09 AM

Thank you for the information! This looks exactly what I'm talking about. Do you know what is specific about "Forward Rendering" that makes MSAA work with it?

avatar image Dikes365 Apr 08 '18 at 11:20 AM

Does anyone know what that AAM_MAX does?

avatar image jacobhinds May 15 '18 at 09:28 PM

I would assume it's just a dummy entry for the end of the list. It doesn't appear on the drop-down menu in the project settings.

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