Positional Map Bake Artifacts

I was aiming to implement a triplanar decal system into character skins however since Skeletal Meshes deform I can’t just use world position (as the decal would move all over the place). So I thought I’d do a positional map bake as a substitute for the World Position node however I’m seeing some pretty serious artifacts when I use it. The texture previews correctly, without any obvious visual issues, so I’m not quite sure why these artifacts are coming through when fed into the UVs of a projected decal.
Anyone have any ideas on implementation/texture settings for positional bakes?