for a moment I thought that it might have been some problem with small textures (each square on the radar is a texture) and decided to redo everything with just batch lines.
Unfortunately I got the similar picture. It’s not so obvious but still far from good:
Do you know what the problem could be? So it means it’s not a problem with texture or material but just with UE rendering lines? But at the same time I believe in HUD (2D Viewport) this would look much better.
This is a typical moire pattern. You can actually see them in real life as well when you look through things like window screens at certain angles/distances.
Normally for something like this I would try to solve it by using math to define the line thickness and using DDX/DDY to alter the line thickness and softness a bit. There is an example of that going on in the Math_Hall content example level on the graph material but that is fairly complex.
If you look at “compute filter width”, that function can give you something useful to use to control your line sharpness.
In general though, drawing lots of small lines close together is just about the hardest thing to make look good.