Unreal - Spawn Particle based on Material Parameter?

Heh, so the catch here is you need to sample an image map, and since you manually assign a texture to a mesh it presumes you will do the same in Niagara. So I wondered if this kind of sourcing could be achieved with a procedural texture (ie material). The idea would be the same in so far as you have to sample the UVs on the mesh, and then feed those UVs to the shader… which can be done by plugging those sampled UVs into a DynamicMaterialParameter.

However, I believe this is designed to drive the material assigned to the SpriteRenderer so you can’t kill particles based on color as this isn’t the particles color. So I’m wondering if there might be a way to get that color onto the particle so you can?

I suppose alternatively, one could periodically write out the material to a render target and sample that.