Average texture color via blueprint?

I have a blueprint with 2 elements, a pc screen and a light.

What I want to do is for the light to be always the correct color to match whatever is showing on the screen material without doing it manually. Is this possible ?

Thank you for your time !

I don’t think there way to do it in blueprint If by"texture" you mean result of material this kind of data is not even accessible to CPU, material is executed in GPU and CPU can only get whole frame when it’s finished. So technicly you can only read pixel data from texture, but you can do that in blueprint.

So you need to tie specific texture (or state that showing specific thing on screen) with specific color and use that as a work around. In this kind of situations, think out of the box, it does what you see in editor, what matters is what player see on the screen.

Sorry but I don’t really understand what you said. What do you mean by tying specific colors to specific textures ?

When specific texture is set you set specific color to light assign to that texture, colors are set in code insted of getting average color from texture. I don’t know you set up so that as much i can help you right now

This is my setup:

The screen is a separate material.
Does it help ? Sorry but I still don’t get what you are suggesting

And this is my material setup for the screen:

I’m Still Struggling with this, I’ve tried everything I could think of but nada. Is it even possible ?