Scaled Texture mask smears at a distance

I have a floor that I’m trying to highlight specific squares on. I’m currently trying to do this in the material instance, but the solution I have so far is not working when viewed from a distance.

Here is the Material Blueprint that is highlighting a small section in the middle. The add at the end is adding to the original material and feeding the base color. The Texture Sample is just a mask with the bottom 4th white with tiling set to clamped.

Everything works up close and a small square in the middle is highlighted. As you get further away, a 4th of the whole floor begins to blur red. I have a suspicion that UE4 is trying to be efficient and is taking some shortcuts beyond a certain distance, but I’m still very new and I’m not sure what settings I would need to change to fix it. Here is what the blur looks like:

You can see the darker original square in the middle, but the rest of the red only appears as you get further away. From enough of a distance, the whole 4th of the floor becomes red. Any suggestions on how to keep the red from spreading would be appreciated.

Without looking too much i would guess this may be a texture or mesh LOD issue.

On your mask texture try setting the MipGen settings to be NoMipMaps

10240-capture.jpg

If this fixes it then it was the texture LODing.

Also make sure that if your mesh has LODs that they have proper UVs to match your mask.

Thanks for your help, you were right about the MipMaps.