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https://www.reddit.com/r/MotionClarity/comments/18wopvg/antialiasing_resource_accessibility_improvements/
There are some recommended tweaks for TAA in Unreal Engine in there, so it's not all just generic information about Anti-Aliasing. There's also a list of Engine.ini variables for Unreal Engine that he recommends whitelisting to allow gamers to customize Anti-Aliasing to their liking (so far Project Borealis devs don't seem to be doing this, but a lot of game devs block using Engine.ini to change values of variables, even in single-player games).
Unfortunately there's no readily available SMAA implementation for Unreal Engine 5, so the devs would have to make something on their own. There's also the fact that there are multiple forms of SMAA, some of which are temporal just like TAA.
Of course, when there is an "Off" option for Anti-Aliasing in a video game, users can use ReShade to inject whatever Anti-Aliasing they want (SMAA, FXAA, CMAA2, Directionally Localized Anti-Aliasing/original DLAA, NFAA, etc). This gives players a ton of options that game devs don't have to worry about implementing themselves.
Nowhere near as bad as TAA. Unreal Engine 5's sharpening can completely negate it. Unfortunately, in deferred shading mode, Unreal Engine 5 only has FXAA, TAA, and TSR with optional plugins for DLSS/DLAA, FSR2, and XeSS. The engine technically has MSAA built in, however it's only available in forward shading mode, and unfortunately most game devs won't do forward rendered games these days. FXAA is basically the only non-temporal Anti-Aliasing that UE5 supports in deferred shading mode.