In your material editor, hook up a [feature level switch][1] node to your masked unlit sprite.
Feature Level Switches:
Default: The default Feature Level.
ES2: Feature Level defined by the core capabilities of OpenGL ES2.
ES3.1: Feature Level defined by the capabilities of Metal-level devices.
SM4: Feature Level defined by the core capabilities of DX10 Shader Model 4.
SM5: Feature Level defined by the core capabilities of DX11 Shader Model 5.
Utility Material Expressions in Unreal Engine | Unreal Engine 5.1 Documentation