An hungry cat.
With this workflow, I want to use an RGB mask on as much assets as possible. This give me a better texel density on my props, and I can quickly update the look and the style of my scene by just updating a few base texture sets.
There is a few exposed parameters to control the tiling, roughness, metalness, normal within each RGB channel. With the possibility of override the parameters with a custom texture set. I'm using a StaticSwitchParameter to avoid useless instructions.

An overview of my master material, you can grab it there. https://blueprintue.com/blueprint/88f4k83o/
I did 3 sets of textures for this project. Metallic, non-metallic and wood.
A 3 points lights setup with strong saturated colours. The Directional fill light is a basic ue light, though an HDRi could be used instead.