Hey Andrew, the solution you posted is something I tried when attempting to fix my own issue. However, as far as I could see, this setting (forcing a mip level when sampling) does not reliably work in anything rendered by Slate or UMG. At first it looked like it worked randomly, and by setting the “Never Stream” flag on the texture it always works. So it looks like Slate/UMG will be able to use the requested mip only if it happens to be loaded in memory (that’s why it looks random), but the Slate pass in itself does not succeed in putting the required mip in any sort of request queue.
If I have an object in the 3D world which also uses the same texture, when I pan the camera close enough to it to load the right mip, it will show up in the UI. So looks like the 3D world requests needed mips, but the slate pass does not.