There is an example project that is compatible with every 5.0 version in the original post.
If you’re going to my shading model from stock Unreal, yeah. You’re gonna have to redo every colour, and turn off srgb in your textures and potentially correct your colours in those files too. This is because stock Unreal actually makes you input the WRONG colours and then “tonemaps” them to entirely different colours that you have basically no control over. With my shading model you simply tell Unreal exactly what colour you want, and it outputs that colour, no tOnEmApPiNg nonsense.