Since Unreal triangulates your meshes, if you’re doing a hero shot of something specific, I would bake out the UV in your DCC tool and bring it in as a texture. That way you get the nice quads rather than the auto-triangulated mess. For instance in 3ds max in the Unwrap UV tool, i would go to tools>render uvw template. Set my colours to white on black and save as whatever resolution you need. Then in Unreal I would import that, use the texture to drive the alpha pin on a lerp node, and use pin B as my wire colour.