Not using that method, since it’s based on an influence sphere that’s determined by the material itself.
The only other way I can think of, would be to generate the ‘influence’ in a Blueprint and feed it by that. The blueprint itself would have to keep track of the ‘influence’ areas so to speak and modify it over time. Plus you’d have to convert it to world-space coordinates that the Material could actually use in the vertex shader. You’d essentially be generating a volume of scalar values on the fly, with varying granularity until you can a reasonable performance / graphic compromise. It’d also be pretty inefficient since you’d have a lot of ‘wastage’ area.
So in short, no, not easily.