If your have a bloom post process effect activated and if the blinking object shader has a specular parameter try to change:
The shyniness or specularity
Change the specularity color into something less bright
Reduce the intensity of the real time lights
Reduce the bloom post process effect
Change the specular map into something darker (if you have a spec map)
If the problem you have is the one I have in mind, any change of one of these parameters can fix your issue (because they are all linked to the problem you have: too much light concentrated in one small area+ bloom = “sparkle”).