Yeah the default TAA on ue4 looks pretty blurry, not so much just because it's 1080p. Ditto crash 4, looks so blurry I waited for ps5 patch to play lol. Spyro is 1440p on ps4 pro though so it looks crisp but 1080p is too low for the AA.
Y'know it's funny in the ps3 era I thought to myself : yeah games will be looking crisp at 1080p with smaa/mlaa next gen...
TAA : "Think again kid." xD
I do think the TAA looks a lot better in high-frequency detail games (like DAH, with the grass and such) as you approach 2160p, but less so in something like my example below.
The annoying thing is if you just put this under engine.ini:
[SystemSettings]
r.PostProcessAAQuality=6
r.TemporalAASharpness=1
r.Tonemapper.Sharpen=1
With the 3rd one lowered a bit if the game has tons of high freqency detail or increased if its doesn't (1.5 looks amazing in Psychonauts 2 alongside 2160p, but 0.8 is more appropriate for something like Jedi: Fallen Order). If you want a softer/more filmic presentation then you can forgo the 3rd line altogether and just use the TAA sharpening and it still looks way better than default imo.
Even at 1440p with those settings (1.5 tonemapper sharpen), Psychonauts 2 looks super clean and has no sharpening arifacts or aliasing outside of completely horizontal high contrast edges but thats an issue for almost any AA and is rarely seen anyway, for example recently even 4K + 4xSGSSAA wasn't enough to remove aliasing like that from Dead Space 1 and thats total overkill supersampling wise.
I'll plug those settings into DAH2 day one, I used to mess with the number of TAA samples and the "currentframeweight" parameters but I've learned its sometimes best to just leave them at whatever the devs chose.