The vision of this project was to work with in-engine iterations. I wanted to make a tile generator and for that I made a SBSAR-file i Substance Designer and integrated it in Unreal Engine. 

- Nodes in Substance Designer.

In Substance Designer I generated a node based material and exposed parameters of importance for the variations that were needed. For example: Tile shape, colour, roughness, normal intensity, moss amount etc. 
The video above shows how the generator works in engine. With the SBSAR workflow, all exposed parameters are accesable in engine which makes iteration and texture variation quick and easy.  
The parameters SBSAR-file are arranged in categories and has self-explanatory names. 

- In game parameters

Other materials created in Substance Designer: