Thanks Wes!
Here's a video showing what I've been using Substance Designer for (and the .sbsar files) in Unity:
https://www.youtube.com/watch?v=tNTCA3MsjkMBasically I've set up a large graph that isn't at all meant for run time (it crashes mobile devices, and some computers I've heard), but is instead meant to allow people who buy my assets to modify the textures in Unity, and then export the complete maps.
For each section of the model I have a generic set of options like HSL/Contrast, roughness shift, an overlay color, and the ability to mask out the Normal/AO or use a custom material w/ custom input nodes. So a "material" on the object can be replaced by any other material, not too differently than in SD itself.
Then there's the environment things -- ground dirt, surface dirt, metal damage etc.
There' a couple other things, but then in the end, I also wrote a script that will export the maps and create/populate a new material with them, so that users can pretty quickly customize the look of an object and then create a game-ready texture set with one click.
In the end not being able to do all that in Unreal makes it slightly easier for me, since I'd have to re-wriet all those scripts in unreal and that's not something I'm very good at doing!!

I think, then, it may make more sense to simply provide the .sbs or .sbsar file with the standard .fbx and exported textures so people can customize it with Substance applications instead. In the end that would be the same result, just not quite as easy since it's not in-engine.
Andrew