hi, i had the same exact problem as you and managed to fix it with the help of this post: 3D widget nearest neighbor filtering - #3 by BOBtheROSS, a solution that was sourced from a reddit post on r/unrealengine by a user called novacrazy.
here’s a quick guide:
create a custom node in the shader graph for your render target material
paste this into the code property in the node:
return TextureObject.Load(int3(PixelIndex,0));
add two inputs in the node: “TextureObject” and “PixelIndex”, and set output type as CMOT Float 4
turn your render target texture sample into a texture object
hook it up into the tex input on the custom node
hook the texture object into a texture property node (set to texture size)
hook that up to a multiply node, multiplied by the texcoord
hook the output to the pixelindex input in the custom node
you’re done, make a shipping build out of your project and the render target should be in nearest neighbour filtering mode