Landscape material rendering with artifacting on Oculus Go

Just recently hopped back into UE4, and I am creating an app for Oculus go. I have followed the setup information for developing for Oculus found [here][1], and the setup info for VR dev found [here][2].

I have created a simple landscape, with the following Synthwave-inspired material:

The material is rendering fine in the editor, as can be seen in the first of the following images, but once deployed to the Oculus Go, it gains strange gridline artifacting.

Any ideas as to what might be causing this?

Update: the issue seems to be related to tiling. Disconnecting the CustomRotator node from the Texture Sample node removes the artifacting, but that removes my ability to tile…