Is it right grayscale and alpha texture to stop using sRGB?

Hi.

I made grayscale sRGB texture and use it as mask in material.
But engine displays “warning: mask samples texture as ‘grayscale’. SRGB should be disabled for ‘mask_grayscale’.”

So I found it in engine source and find below in MaterialInstanceEditor.cpp

if( Expression && ((Expression->SamplerType == (EMaterialSamplerType)TC_Normalmap || Expression->SamplerType ==  (EMaterialSamplerType)TC_Masks) && Texture->SRGB))
{
    DrawShadowedString ...
}

UENUM(BlueprintType)
enum EMaterialSamplerType
{
	SAMPLERTYPE_Color UMETA(DisplayName="Color"),
	SAMPLERTYPE_Grayscale UMETA(DisplayName="Grayscale"),
	SAMPLERTYPE_Alpha UMETA(DisplayName="Alpha"),
	SAMPLERTYPE_Normal UMETA(DisplayName="Normal"),
	SAMPLERTYPE_Masks UMETA(DisplayName="Masks"),
    .....
	SAMPLERTYPE_MAX,
};

UENUM()
enum TextureCompressionSettings
{
	TC_Default UMETA(DisplayName="Default (DXT1/5, BC1/3 on DX11)"),
	TC_Normalmap UMETA(DisplayName="Normalmap (DXT5, BC5 on DX11)"),
	TC_Masks UMETA(DisplayName="Masks (no sRGB)"),
	TC_Grayscale UMETA(DisplayName="Grayscale (R8, RGB8 sRGB)"),
    ......
    TC_MAX
}

Is this code alright?
I think it’s correct converting to same type.

Thanks.