Red background behind crosshair widget

Hello there,
recently i was trying to create a crosshair with the widget blueprint, but without using any PNG files. To do that, I created new Widget Blueprint, added Canvas, then, from palette section, added 4 borders and by using anchors, position, alignment and size modified them to get 4 rectangles touching each other at vertices. Thanks to this i created crosshair that looks like " + ", but with small, empty square inside (that’s what i want it to look like). After that, I went to player blueprint (it’s third person character blueprint from third person template with modified camera transform to make it look like first person character) and in event beginplay used “Create Widget” and “Add to Viewport” nodes to make it appear on the screen.

My problem is, that there is some kind of weird, red background behind that crosshair when player character stands or is walking close to to any object on the map and aiming at it (for example. when i walk towards a wall and stay / move left-right while being sticked to it). When player is walking, that red background is also moving in a weird way (looks like some kind of twitching, or shaking).

Here are some pictures (in first one player is aiming at wall & in second aiming at floor):


And here is the same green wall, but with player being a little more distant:

I tried to fix this by myself, but i guess i still have too less experience, so it was more like “trial and error” method. I tried modifying “Appearance” settings for all 4 parts of crosshair, and for Canvas as well. Then i tried to create new material with Material Domain set to User Interface and assign it to those 4 parts of crosshair instead setting color manually. Finally, when both options didn’t work, i tried to add this widget as component in player blueprint, setting Space to Screen and modifying other settings related to Rendering and Collisions. Unfortunately, nothing of that worked.

My question is, what is that red background and why does it appear? I think it might be somehow related to rendering, but i’m not sure about that and i really want to fix this.