Low poly material - pixels bleed their color to adjacent

I have a low-poly UV mapping, with only 3 colors (pixels of the material texture used):

295005-annotation-2020-01-08-234004.png

When I import it with fbx to unreal, and setup a simple shader like this:

my mesh has different colors than in blender, basically they are right colors(those 4 pixels), but tinted with surrounded pixels - pink ones.
Here’s how it looks in blender:

And here’s UE:

295008-ue-pink.png

I have set the LOD setting of the texture to No Mipmaps, but probably there is some other kind of bluring present. Does anybody know the settings for such low-resolution textures?

You probably just want to tell the texture asset to use the filter option: Nearest.

Workaround - I can scale up the image so that there is a minimum of 4 pixels for color. Luckily blender scales your UV when the texture is scaled.