(Material Editor) Shouldn't Specular disable when Metallic is used?

I just finished watching the video about creating a basic material.

https://docs.unrealengine.com/latest/INT/Videos/Player/index.html?series=PLZlv_N0_O1gbQjgY0nDwZNYe_N8IcYWS-&video=Yb4uu2NEC0E

In the video, the presenter mentions that the Specular component of a material has no effect (i.e. is disabled) when Metallic is used (not sure if he means if Metallic is greater than zero or if Metallic is one). Wouldn’t it make sense for the Specular input to disable (grey out like other inputs do) under conditions where it has no effect. This would make it more visual to the user that their Specular input is not being applied to the material.

Hi ,

I have entered a feature request, UE-8900 to be taken into consideration. Thank you!

what if you have a model that is say part wood and part metal and you use a single material for both parts with a mask determining which part is witch shouldn’t the specular still effect the wood?

just a thought:)

^ this. That approach is fine for pure metals, but not for mixed materials.