Reflective material types?

The standard shading model actually does this. But in a good/bad way depending on your particular goals.

Unreal uses a metalness based PBR workflow, meaning that the reflections are tinted according to the metallic output, with the color used to tint derived from the base color output.

This works well for most materials, but it really sucks if you want to make something with say… iridescence/thin film interference… or literally any material that has a more stylized reflection.

I haven’t messed with it much but 5.2 has a new experimental material system called Substrate (previously known as Strata) which from what I understand, should address this problem by allowing you to decouple the specular reflection color from the base color. For example thin film interference is something they showed heavily in the documentation for it