I have another update on this, we revisited this setup, and I got it working using UV1, and I don’t know why I didn’t see this before but, the answer was sitting right in front of me the whole time! In the sampling section (not the UV Mapping Section), you can choose a different UV set, it says that is for sampling vertices and tris, but does indeed swap your UV index for use with the sample texture node.
And here is how I am using a variable form a blueprint to sweep through the sampled texture channel to spawn particle form that area, works a treat, I have omitted the texture and texture name due to NDA.
I’m also using a lerp to remap the values being spat out of the blueprint to work with the texture being used.