If I understand correctly use the lerp function with RGBA as arg 1, _overwrite as arg 2, and alpha as arg 3. This will interpolate between the two colors depending on the alpha channel. if arg3 is 0 then it will be the full RGB color. If it’s .5 then it will be exactly in between RGB and _overwrite, and if it’s 1 then it will be the full _overwrite color.
the other way to take this is just to multiply alpha and _overwrite then multiply or add that with RGB
You can control the value between them using arg3 (which should be connected to your alpha). It will linearly interpolate between the two colors in arg1 and arg2. So if it’s fully the override color then than means your alpha channel is fully white (1.0). Try using a gradient as your arg3 to see how it works.
You could also make your specular color your override color. I’ve seen some games to this with customizable colors.
Another option is to increase the brightness of your override color using multiply and then multiplying with the RGB color to make the override color more pronounced. Thinking of the colors as numbers helps
Lastly, if you really want to do exactly what a photoshop blend mode does you need to first figure out what the equation is that it uses. This can sometimes be very expensive so people normally cheat instead. I recommend 3D motive’s guide to UDK’s material editor it works almost exactly like strumpy and will teach you these cheats.