How can I extract any colour from a texture map inside of a blueprint?

I was thinking of that but I was wondering if there was a more elegant way since I sometimes have 10-20 different Material IDs on a single texture and that means I need 10-20 masks made in Photoshop. This means I cant solve the problem with 4 channels and also I might overwhelm EU with so many textures. Does this make any sense? Maybe I don’t understand the concept at all?

Thanks guys, really appreciate it!