I think the vertex colors part is specifically where the magic happens. If we can’t see how that data is being used, how can we best design assets in UEFN?
" Designing Materials Using Dynamic Material Control
Textures and materials are often the largest part of any UEFN project. To further reduce the project size, the template uses a dynamic approach to textures and materials that avoids the use of unique texture maps. For this final result, a procedural workflow that stores ambient occlusion, curvature, and mask data on the mesh using Vertex Colors was used. The stored data was then used to apply and blend the materials."