Is it possible to drive Morph target through shader blueprints?

I want to add an additional multiplier in my morph target activations somehow which allows me to LERP how much any single vertex is effected at any point in time.
Ideally I’d do this by having an animated map and reading the values of that map based on uv locations and then simply multiplying the delta of the morph target for that vertex by that number.

I feel like this should be the natural and standard way to do it, to have blendshapes integrated with shader mechanics in some way, but it feels extremely isolated and limited. Does anyone know if there is some way to access and play with the mathematics of morph targets in unreal in a way that is as inviting as blue printing?