Might need to paint and render the target twice. Once with the colors, and a second time using only white. Then use the black and white render as a mask to lerp between the graffiti color and the wall texture.
I don’t have UE installed on my laptop right now, so can’t make blueprints to show, but basically you’d just duplicate the draw functions using white for the brush, and save it to another render target. Then in the material, sample the new RT, feed it into the alpha of a lerp node, and use that lerp instead of blend_lighten to mix the colors.