Glad to hear it! That should be pretty good

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In the meantime, I've forced DXT1 / DXT5 on the channels I use on my substances, except the Normal which I set to 32-bit RGBa. Is this a good way of doing things, or should I leave the outputs to Normal?
Also, as per my other post, why does the format show up as R8G8B8A8 or G8 (for gray, which is fine), in UE4 for substances rather than whatever it ends up being compressed as? Does it actually get compressed to DXT1/5 unless you specify it in the sbsar?
I also now have a problem with 4.14's Substance plugin. The sbsar does not generate or update textures randomly after changing settings or resolution. Instead I get a black image which crashes the UE editor if I try to open it. Reimporting the substance doesn't fix the problem and sometimes crashes the editor too.
This happens with any substance I have. I even made a new one to test it with. I don't know if it's local to my project or not, but I had no such behavior in 4.13. The behavior seems more frequent if I set the output format in SD prior to building the sbsar, perhaps.