No problem. Looking at this further the texture you’re using in your material is a non-power of 2 texture which means that it will be clamped when the UV extends past the 0,1 space. After scaling the texture back down to a 512x512 rather than the 720x720 everything is working as I would expect. Something like this won’t show up in the Mobile Preview mode on your desktop PC in the editor because it will still use a higher precision where it’s not clamped.
The documentation here references this: Rendering Features for Mobile Games in Unreal Engine | Unreal Engine 5.3 Documentation