Making fertilized eggs from *wild* dinosaurs be hatch-able

This is normal - you can still add your script elements to the construction script (e.g., after or before the parent script function call). The problem is that birth mechanics are not fully exposed yet, as far as I can tell. For example, I see that dino bleuprints have “DinoID1” and “DinoID2” variables - presumable IDs of parents, but the editor does not recognize the type of these variables.

As for baby food consumption, there is “Baby Dino Consumping Food Rate Multiplier” in “DinoCharacterStatusComponent_BP_[DINO]”. I would try messing around with that. You can also change this value at runtime, through scripting. I think either modifying dino construction script or adding a “Begin Play” event should do the trick.