How to make a non-human character customization screen?

I am still pretty stuck on this! I am trying to make a data table and a structure to hold my texture lists and whatnot… IDK if it is the correct way to go about it… What I am stuck trying to wrap my head around, is how am I going to make the character customization UI find my markings textures for the selected species, add them to a drop down list, select up to four layers individually from this dropdown menu, and all that? It seems like Making a Data Table takes a TON of work. If I had 5 species, each with 30 markings for their specific mesh UV maps, I would have a HUGE data table to make, wouldn’t i?

Most video tutorials are about making Mesh-Swap character customization systems. I do not want to swap meshes at all. I want to change textures and colors only!

I also need to figure out how to make my material instance dynamic. I set up all the parameters for the marking layers, base textures, and colors in the Base material, but I want the Material Instance from that Base Material to be customized In-Game somehow. It would be so easy for me to understand this if I could just implement the material editor in the game somehow… Trying to figure out Enums and Structures and Data Tables broke my brain!

I would appreciate more advice, and explain things to me in simple step-by-step instructions, or provide Example screenshots I can base my blueprint codes from?

I learn best through reverse engineering and “Monkey See, Monkey Do” Tactics.

I have provided a very crude mockup picture of my character Creator UI Idea.