Anyone knows why this happens? It get worst when the camera is far from the mesh, but the mesh has nanite turned on, and also force the LODs to 0 with the variable inside Unreal Reader just in case, but doesn’t seem to solve the problem.
You might want to try increase anti-aliasing, add some MIP map bias for “sharpening,” limit the minimum MIP map size (e g, limit it to 8x8 or so) and turn up the anisotropic filtering to at least 8x, to see if it gets better.
I ended up changing the texture MipValueMode to MipBias in the master material and adding a scalar parameter to the Bias, so I can control the level within the material instance.