Editor Only functionality at runtime - any work around?

If I drag an image into Unreal to create a texture, I notice the texture created does NOT include the colorspace specified in the image. In fact, the color space is set to “None” by default, despite the texture specifying sRGB (note, this is different than the sRGB checkbox - this is colorspace):

The problem is that I need to dynamically import textures at runtime, I cannot import them into the project and tweak them. Unreal, though, is NOT allowing me to change these settings at runtime:

They are all editor only. Is there a work around for this? Is there a global “default texture” setting? Or is there something I can specify so that “Import File as Texture 2D” will use some default settings?

Or does anyone have any suggestions to otherwise tweak these settings?

TIA

What’s the end goal?
Because screw epic, you just write yourn own C++ IO file writer if that is what you need.
A stream is a stream. Bytes are bytes.
And reading to / writing to disk is just IO.

Nothing that requires anything editor only…

Thanks, but it’s because this is posted under Blueprints, not C++. I only care to drop back to C++ if it can’t be done in BP. But if the answer is there’s no BP work around, then there’s not much choice, I guess.

The end goal is to not have dynamically loaded content (including images and SDI video input) to NOT get slaughtered by Unreal’s tone mapping and other processing. This is not for a game, it’s for broadcast - someone’s image needs to look like that person, not like someone with jaundice.

Do it in c++ and expose it to blueprint so you can use it anywhere.
Tilting at windmills is quite pointless…