You can’t, FScalarMaterialInput and UTexture’s are two completely different types. You’ll have to look at the way the TextureSampler node actually dissects the information from the textures. You can actually only send one channel of the texture to the Scalar Input, or convert the Vector output into a Scalar by converting it to grayscale essentially, which is what the Material editor does.
Afraid not, usually this kind of thing is done in a Dynamic Material Instance (which are for runtime). Those allow you to change parameters on the fly pretty easily.
I assume your writing a plug-in for the Editor to help with material creation or something, not something that’s designed to work in-game? If so you’ll have to figure most of this out for yourself by looking at Engine code.
Exactly, plugin that runs in editor and connects imported textures to material slots.
Gaaargh, I was afraid you would say that. I will trawl through the editor code. Any last tips on where to start?