[Feature Request] Specular/Gloss shader

It would be great to also have the option to use the Specular/Gloss workflow within UE4. The Metal/Roughness workflow just does not give the same control over the diffuse and specular values. I fully understand the efficiency benefits of using Metalness/Roughness, but the option (with an additional shader) to also use full specular/Gloss would be great.

See also: Polycount: the problem with grayscale metalness