How can I recreate this "simple" shader in the Material Blueprint Editor?

Hi, I’m trying to recreate this blood damage effect shader from Unity into UE4 but I can’t seem to get it working, I would really appreciate your help.

This is the code for the shader in Unity:

Shader "Custom/ImageBlendEffect"
        _MainTex ("Base", 2D) = "" {}
        _BlendTex ("Image", 2D) = "" {}
        _BumpMap ("Normalmap", 2D) = "bump" {}


    #include "UnityCG.cginc"

    struct v2f
        float4 pos : POSITION;
        float2 uv : TEXCOORD0;

    sampler2D _MainTex;
    sampler2D _BlendTex;
    sampler2D _BumpMap;

    float _BlendAmount;
    float _EdgeSharpness;
    float _Distortion;

    v2f vert(appdata_img v)
        v2f o;
        o.pos = UnityObjectToClipPos(v.vertex);
        o.uv = v.texcoord.xy;
        return o;

    half4 frag(v2f i) : COLOR
        float4 blendColor = tex2D(_BlendTex, i.uv);

        blendColor.a = blendColor.a + (_BlendAmount * 2 - 1);
        blendColor.a = saturate(blendColor.a * _EdgeSharpness - (_EdgeSharpness - 1) * 0.5);

        half2 bump = UnpackNormal(tex2D(_BumpMap, i.uv)).rg;
        float4 mainColor = tex2D(_MainTex, i.uv+bump*blendColor.a*_Distortion);

        float4 overlayColor = blendColor;
        overlayColor.rgb = mainColor.rgb*(blendColor.rgb+0.5)*1.2; //overlay

        blendColor = lerp(blendColor,overlayColor,0.3);

        mainColor.rgb *= 1-blendColor.a*0.5; //inner-shadow border

        return lerp(mainColor, blendColor, blendColor.a);


            ZTest Always Cull Off ZWrite Off
                Mode off

            #pragma fragmentoption ARB_precision_hint_fastest 
            #pragma vertex vert
            #pragma fragment frag

    Fallback off    

It looks like that:

I’m doing this mess but it doesn’t seem to be working

I basically have 2 .tga files, the Blood and the Blood_N which is the normal, I would like to achieve the effect shown (semi transparency) and be able to modify the amount of transparency.

I already found a solution.