How can I make a simple hardsurface shader that works like marmoset toolbag 2?

Well see that’s the problem I’m having. In marmoset you can define multiple materials in one shader through texturing techniques and I learned their pbr methods, but UE4 is different. In marmoset you show weather something is a metal or not through the specular/reflective map there is no metal input like UE4 they seem to have a different approach to their pbr. CRYENGINE’s pbr is more like marmoset where its more texture based so I will probably just have to wait for that because I’m not really having a good experience with UE4 so far unfortunately. I feel like I have more control over the material when it relies on texture techniques more than what UE4 is doing. I’m sure UE4 lets you do more in the long run but I want to spend my time trying to get better with texturing and modeling right now more than trying to learn how to create shaders. I’m really surprised there aren’t like standard presets for ppl like me that have in depth comments that tell me exactly how the shader works. I’m not talking about the documentation for creating the shaders I can see that is clearly all there I just feel like there should be like a standard hard surface shader and a skin shader and other common stuff that relies on textures and not tweaking values in nodes and all this other stuff. I was really hoping to find something like that in the example projects but it doesn’t look like EPIC’s art team uses that type of approach at all because of the way their pbr is set up. I’m starting to think UE4 just isn’t for me to be honest.