is there a way to make the colour of the fresnel reactive to the environment and base colour of the material?

hey guys, i’m relatively new to unreal engine. i’m using the fresnel function on materials to create rimlighting effect for an animation. is there a way to collect the lighting information (specifically the light’s colour and the amount of light rays hitting the surface)? i’m thinking of using a lerp for the colour of the light, and the colour of the vertex the light is hitting, with the amount of rays being the alpha. does this workflow sound feasible? or am i going about it the wrong way?