the 1st answer looks like chatgpt doing a generic sweep to me.
that looks like a moire effect due to geometry. the normals compound the geometry.
but maybe you can fix it via the normals.
lods can help with that. you can generate them automatically inside ue.
you’ll have to split your rails into chunks so you can lod effectively. but then you can have a instanced static mesh (hierarchical or using packed level actors) and still have 1 draw call, with proper culling.
you can also (and i’ll suggest that) modify the materials to react differently based on camera distance (depth buffer).
for example tweening the normals towards the default one (vertex). this will avoid issues with lighting and shadow calculation, precision, and resolution of the internal buffers. which causes the moire effect.
you can also try anisotropic filtering, it used to be expensive, but some people say that its gotten much cheaper a long time ago.
i’ll tween normals, wpo, and other details based on distance. that’s a very useful in general.
there’s a max wpo distance as well.
i’m not sure, but maybe nanite could help too.
look at the shadows in the ship, seems like something like that to me (but with light)
https://www.reddit.com/r/hoggit/comments/qr0tdr/for_those_who_dont_quite_understand_what/
also be aware that nvidia can disable anisotropy system wide