I'm trying to create a 3D Sword Slash VFX and created the model for the effect in blender. It's basically a wedge or ufo-shaped mesh. I proceeded to paint a simple test texture to see how it would look in Unreal. Now, the UVs are setup correctly for the effect itself (bottom of the texture is outside of the ring and top of the texture is inside of the ring), but it seems like my texture is spilling.
I got clearly visible artifacts and I don't really know why. The artificats go away when I start erasing parts of texture at the bottom, but it also leads to the outside edge of the wedge model to get a gap. What can I do to prevent my texture from spilling over?
*Edit: Making the material I used Unlit helped, but it did not get rid off the problem completely. Using clamp is not an option for me, because I want to animate the texture with a UV-Offset to make it rotate. In the material editor preview there are no artifacts, but in the material instance preview window they appear again.
I created the mesh in this way: add a circle, extrude the edges up and then scale the vertices down. Then do the same but at the bottom. In the UV-Editor I dragged the UVs from the outside edge to the bottom and the vertices from the top circle and bottom circle to the top of the UV map.