Toon Shader Drawing Lines on Flat Surfaces at Long Ranges

Pretty much what the title says, I followed the live training vid here: Post Processing in UE4: Cel-Shading | Live Training | Unreal Engine Livestream - YouTube to get my toon outliner effect. Problem is, after a certain distance the shader starts bugging out and drawing cross-hatch and diagonal lines on all flat surfaces. This problem only started occuring after I switched GPU’s from an AMD to an NVIDIA, though im not entirely sure if that’s the cause of the bug.

This is what it looks like all bugged out at a distance (Note that this is a really low FOV to enhance the effect):

It just makes everything look really muddy and messy at a distance, and I’d like to fix it. But here’s what it looks like at a closer distance where the bug doesn’t seem to occur:

Smoother and cleaner, no ugly crosshatching. Here’s the post process material for my outliner:

The depth part:

And part of the edge detect part:

This is a pretty abstract one, so hopefully somebody knows what’s causing this, thanks!