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.