I am not familiar with this particular "Uber-shader" but typically, with this simple material, you would only need to connect three bitmaps:
- Base color
- Normal
- Roughness
Since this is a dielectric (non-metal), just leave the metal map at the default Black color.
If you expand the shader width, it will be easier to see the labels and not confuse a map input with a strength adjustments.
On the Normal and Roughness image nodes, change the drop down from Color to Non-color data.
No need to connect anything to the displacement node since the normal map will make the material appear to have displacement.