Yeah, things are a little different for UE5. The old Bridge is currently only really aimed at 4.27 or lower.
There are, in fact, displacement maps included in the new megascans assets for UE5. But they’re not set up in the materials by default, for some reason - though this is likely because it’s not inherently used in their setups.
They provide an ARD packed masking map in addition to the normal and the albedo/diffuse map.
This is made up of A(mbient Occlusion), R(oughness) and D(epth).
Displacement on its own is deprecated in UE5, and so there’s nowhere to currently plug it. But you can still connect it up.
Just open up the master material of your choice, and connect the B(lue channel) pin of the ARD texture up to the DEPTH connecting pin on the MF_MapAdjustments function in the middle there.
Apply it / save it… good to go. You can then do things like add your own material adjustments (e.g. Ultra Dynamic Sky wetness when set to rain) and it’ll affect it appropriately.
Hope that helps!