Read Texture Pixel Values in Blueprint

I am developing a project where I would like to use Textures to read map data, so I can then in a blueprint, process the values (the values representing m^2 area) and then assign materials and material properties to blueprint actors, modify values in PCG actors to determine rocks, Fawna etc. to spawn in that area, what type of architecture for buildings created in a PCG Graph etc.

Values would represent Temperature, Humidity, Precipitation etc. to calculate types of climates. The values would beread from a pixel in a 2dtexture and the information stored in a variable or multiple variables such as 3d vectors, arrays etc.

From what I know this is not possible in blueprints alone, and my project is a blueprint only project, it cannot be a C++ project.

From what I have researched, this could be done using C++.
I desperately need this native to blueprint if possible, so that I can continue my world building project.

I DO NOT need this at runtime, only in editor, so out of the box solutions, such as setting up an array of line traces to hit each pixel when texture is sized out in the map on a plane, and the line traces then give me the color value…I do not know this is possible, but I do believe it is possible to read the material of the object, but that does not work to get a pixel value.

TL;DR - I AM ASKING FOR READING OF PIXEL VALUES IN A TEXTURE2D ASSET VIA BLUEPRINT NATIVELY