Reading texture color data from UV

I’ve been searching online for a solution to this, but to no avail.

I am trying to read color data from a texture using the UV coordinates. As you can see in the image below, I am successful in acquiring the UV values.

For my research, I am simulating beam wander and turbulence through a volume. As I know, Unreal’s particle system and weather is purely visual. I’m hoping that I can layer many transparent “screens” with – let’s say green dots – to represent dust and other particles in the air. By layering them I hope to hack in volumetric atmosphere that, when the laser impacts a particle, undergoes some kind of interference, and in the event that the laser hits only a transparent surface, passes through easily.

All sources say this can’t be done in blueprints. Is there such a way? And is there a better way for what I’m trying to accomplish?

I don’t know if you’ve seen these tuuts:

In any event, they’re great. I recall one of them talking about reading RGB values at a given pixel, I think it was one of the ‘shader math’ ones, sorry I can’t recall the exact one…