I guess I should keep this updated as I get a little closer to a solution. It looks like Unreal Engine allows customized UV channels separate from the the UV manipulation that you do before the texture sample node. So I guess that's one way to edit UVs after the texture sample node. I haven't set up the whole material yet…
Alright, so I'm in the process of removing those unnecessary add nodes and saturating the alphas. However, it turns out that what removed the black pixels in the opacity mask was setting the Opacity Mask Clip Value to 0.5 instead of 0.333. Currently I don't see a problem with changing this value.
Looks like the eyelid pull is working! It probably won't be used as intensely as this, but it works nicely for a staredown. Still can't offset the eyelids in X axis individually at this time, though. For those occasions where the eyelid disappears, but I might be overthinking. Thanks for the advice! I get a bit confused…
setting the clip to 0.5 is fine - you're supposed to fiddle with that I'm honestly not sure why you're getting the crossed over influence. the reason I thought it might be connected to the lerp alpha is that if a negative number goes in the output gets kind of inverted (look at the maths for a lerp and you'll see it). and…