[Shaders] ~ Pixel Depth Offset causing artefacts (no POM)

I’ve made a wavy sand material and tried to use its heightmap to affect the pixel depth offset.
The result looks good, but I’m getting black artefacts.

As you can see, by applying the same method to the rocky material I get the same artifacts on the sphere.
I’ve tried googling around for solutions, but all the results I get involve POM, which I’m not using, so I have no idea how to solve this issue.

Here’s a screenshot of the shader (very basic).

Hi,

I had the same issue with a sky sphere using Pixel Depth Offset and a texture.
The values were seemingly too high (in my case) and I needed to change the compression settings of the texture being used to reduce the amount of artifacts. I believe that using textures with higher bit depth (as in 32 bit instead of 8) should help reducing this, until they fix this problem.

It appeared to me that UE didn’t like much value blends, using a hard mask generated via a if on my base texture got rid of all artifacts.