How to copy Material Parameter Overrides to a dynamic material instance UE 5.5.3

Hey folks - My project has a small collection of Material Master parents use for our props. To enable different material effects on demand, I’ve created asset permutations (As in 6 copies of the same material, with the only difference being a different set of static bools enabled/disabled). This way if we want a prop to show X effect, we can create a new dynamic instance from the X parent.

That means we’re not creating Dynamic Material Instances from leaf node materials, which is usually what you do - Instead we’re creating Dynamic Material Instances from these parents, and then copying every parameter from the Source material to the newly created dynamic Material.

This ALMOST works - The problem lies in the Base Parameter Overrides ie. BlendMode override, Two Sided enabled etc.

It doesn’t look like the out of the Box BP nodes for copying material parameters (ie. Copy Material Instance Parameters, Copy Parameter Overrides) are carrying these values over. Meaning if I have a leaf material node that overrides to Masked or Transparent, then once I apply any effect to it, the material will be defaulted back to Opaque.

I’ve attempted to write a Copy Base Paremeter Override function with different combos of functions that I think should copy these BaseOverrides over to a new target.
And even though this function does “work” in some respect - as in - if I breakpoint into the TargetMaterial at some other point in code I DO see that the BlendMode override was carried over from my source - The material itself is Still behaving as an Opaque material.

At this point I’m wondering if this is a bug on the Material management side of things ? Or maybe I’m missing some sort of way of ‘pushing’ these changes to my Material Dynamic Instance to the render layer. I’m pretty lost at this point would appreciate any insight.