Is there a way to simplify material for mobile build?

As Unreal Engine is so full of different ways to optimize and tweak setting for build, I though I would ask if someone knows a way to simplify the material in build to get the shader instructions down.
For example this material is total no no when building for Oculus Quest, but creating new material with just one map for base color, roughness, normal and ambient occlusion works just fine.

So I’m wondering if there’s a setting to apply in .ini file or somewhere in editor to get the materials simplified when building for mobile.
I would like to build the project for both PC VR and Oculus Mobile VR, but I’m currently stuck with these materials.

Anyone know any solution for this, or do I really need to recreate everything for Quest build?

Materials have a quality switch node that will use a lower count instruction path based on the scalability settings. Another option would be to use LODs, each individual LOD has its own set of materials and they can be changed.

https://docs.unrealengine.com/Images/Engine/Performance/Scalability/ScalabilityReference/SC_SwitchNode.png

Not the right node. Use feature level switch to automatically do it without generating pointless shaders.

Is feature level usually a good indicator of hardware quality?

Edit: Ah nevermind, I get what you’re saying; more an indicator of device type.

Thank you!
This might be just what I’m looking for.