Using Substance painter as a look development solution rather than a final output can expand your texture flexibility and at the same time reduce your draw calls in a lot of situations. The main premise of this workflow is to initially create your textures in Substance painter as you normally would but then export the correct maps and reconstructing them in Unreal Engine.
1 Bake your meshes and create your textures.
2 Export the Normal, AO, and curvature maps (you can make specially configured exporter to avoid exporting them one by one)
3 Export any additional masks that you created like dirt, smart masks etc by right clicking end exporting
4 Create a folder that hosts your main texture created and save as a smart material
5 Open the tiling sample file and apply the smart material and export as a tiling texture
6 Import everything in Unreal and rebuild it as shown above