Material node setup help

Hi Everyone, I have an asset created in 3DSMax imported into UE4 that uses 8 materials through the multi/sub-object material assigned in Max. Each material has the following maps: Normal, Albedo, Roughness, Metallic, and Ambient Occlusion. What I needed to know is, if it’s possible to setup a material in UE4 that can combine some of those materials together reducing my original 8 materials to 5 or less? I would need this setup to be able know which normal maps go with what particular section of my asset.
I’m trying to avoid unwrapping some sections again and combining them in 3DSMax in the same 0-1 grid as it will affect the resolution of some of the combined sections.
I hope I’m explaining this correctly.

Thanks for any help.

Remember that each material after the first will result in an additional drawcall, so 8 materials will result in 8 drawcalls for your mesh.

You could perhaps work with masks, vertex colors, and such to reduce the amount of drawcalls.
I dont know if it will be helpfull, but I made a small “tutorial” for a fellow ue4 user a while back about using masks for giant buildings: [UE4] Masks for giant buildings - YouTube

Hope that sparks an idea.

Thank you for your reply Luos. Your tutorials are always great. Peace