Node Line Modification

I am a total newb, no coding experience I however really want to implement a feature I suggested the issue is as I formerly stated. I have zero coding experience, and I have no clue where to begin. I grabbed this “ColorBegin Object Class=/Script/UnrealEd.MaterialGraphNode_Knot Name=“MaterialGraphNode_Knot_234”
Begin Object Class=/Script/Engine.MaterialExpressionReroute Name=“MaterialExpressionReroute_42”
End Object
Begin Object Name=“MaterialExpressionReroute_42”
MaterialExpressionEditorX=-1552
MaterialExpressionEditorY=-336
MaterialExpressionGuid=0C5A9F5247BF207DFD16F4B9CDC8CD40
Material=PreviewMaterial’”/Engine/Transient.PreviewMaterial_1"’
Desc=“Grass Height”
bCommentBubbleVisible=True
End Object
MaterialExpression=MaterialExpressionReroute’“MaterialExpressionReroute_42”’
NodePosX=-1472
NodePosY=-336
bCommentBubbleVisible=True
bCanRenameNode=False
NodeComment=“Grass Height”
NodeGuid=A181EC6044C1C9CBC341CC8A52EA382D
CustomProperties Pin (PinId=0AC32D3C493848DF8DA291B8E39C3844,PinName=“InputPin”,PinType.PinCategory=“wildcard”,PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=True,bAdvancedView=False,bOrphanedPin=False,)
CustomProperties Pin (PinId=A0078AD345277FB350C914A9EBEEF0A0,PinName=“OutputPin”,Direction=“EGPD_Output”,PinType.PinCategory=“wildcard”,PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(MaterialGraphNode_Knot_235 6852ADD8430FB054CAC2E599BC6F1181,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
End Object
Begin Object Class=/Script/UnrealEd.MaterialGraphNode_Knot Name=“MaterialGraphNode_Knot_235”
Begin Object Class=/Script/Engine.MaterialExpressionReroute Name=“MaterialExpressionReroute_43”
End Object
Begin Object Name=“MaterialExpressionReroute_43”
Input=(Expression=MaterialExpressionReroute’“MaterialGraphNode_Knot_234.MaterialExpressionReroute_42”’)
MaterialExpressionEditorX=-1088
MaterialExpressionEditorY=-336
MaterialExpressionGuid=0C5A9F5247BF207DFD16F4B9CDC8CD40
Material=PreviewMaterial’"/Engine/Transient.PreviewMaterial_1"’
Desc=“Grass Height”
bCommentBubbleVisible=True
End Object
MaterialExpression=MaterialExpressionReroute’“MaterialExpressionReroute_43”’
NodePosX=-1008
NodePosY=-336
bCommentBubbleVisible=True
bCanRenameNode=False
NodeComment=“Grass Height”
NodeGuid=BE15FB32456FF6E65F4144A615AD8DB5
CustomProperties Pin (PinId=6852ADD8430FB054CAC2E599BC6F1181,PinName=“InputPin”,PinType.PinCategory=“wildcard”,PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(MaterialGraphNode_Knot_234 A0078AD345277FB350C914A9EBEEF0A0,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=True,bAdvancedView=False,bOrphanedPin=False,)
CustomProperties Pin (PinId=BD8653EE4B7B7A35B630C2978E3A19E9,PinName=“OutputPin”,Direction=“EGPD_Output”,PinType.PinCategory=“wildcard”,PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
End Object"

I can grab the gist of code by reading it. I, however, have no clue how to even come close to making this idea work. I want to be able to right-click a node line and have a menu pop up that gives me the option to choose a color from a color wheel for the node line. I to a degree have all the time in the world to figure this out so any help would be noice. I do not care how I implement this plugin, or hard code, python even. Whichever way I can make the thing do the thing I want that would be fine with me. I do have other ones I want to approach but I figure I would approach this one first.

(I am the person who bites a T-rex’s tail and thinks about the consequences afterward).

FYI I was not being sarcastic with all the time in the world. I am disabled. So for the next how many years of my life I have I have time to learn the coding required. I say I have around 30 years left. If I don’t get it by then I am pretty sure the Unreal team will lol.

If you just want the type colors to be different, take a look through editor preferences.

If you want each wire to be customizable, you’ve got a sizable set of changes to the engine to make that happen.

You mean there is a method to change the colors for the texture nodes that does not require coding? Do go into my detail. Because this white line thing gets old after you get so many components connected. I know other areas have lines that are colored but texturing didn’t seem to have it.