It turns out that we wouldn't even need a texture array since we can reshade the texture (which was already being done..) I modified this version slighlty to shade between green and red since in the original file I had, green was hardcoded to 255.. (i just subtracted the red value from 255)
It wasn't hard at all to do.. I just replaced the default value of HealthBarMaterial, and set YScale = XScale. Then I hard coded the value of HealthScale to 1 (so it wouldn't ever change) and modified the code that determines the green RGB value.The material I used was a 256 color bmp with the first palette entry set to 255,64,255 (I imported it into the package inside unrealed and it took care of the transparancy)

