Is it possible to clamp a texture sample to the texture itself and not as a filter?

So im using the DrawMaterialToRenderTarget function within the KismetRenderingLibrary and i’m going to be writing a constant negative value (-0.1f) to my RT
and i would like it to never drop below 0.

The reason i can’t just use the Clamp node within the material editor is because that acts as a “post process” (it is a filter) and i need it to be “real” and actually edit the
RT its self so that each Texel is never below 0.

You need set true to Allow Negative Emissive Color at material details panel