Proper Texturing Workflow for Unreal Engine

Thank you all so much for your quick responses. Couple follow-ups:

To make sure I’m interpreting this correctly: you’re advocating avoiding touching any of the filmic curve parameters UE exposes like slope/toe/shoulder, since that is meant to be a fixed standard, and any adjustments to be done through LMTs (UE’s color grading categories)?
To go back to what spurred this topic, the original rock texture done in Substance, using their default linear tonemapper, had a lot of colour detail that ended up disappearing after tonemapping. Am I correct that this likely means our albedo was authored with too bright colours? And we should author based on no changes to the color grading categories & the default ACES curve.

I read the UDN link - to disable these changes, you locally modified the PostProcessCombineLUT shader, correct?

Thank you for clarifying Jose; I must admit that at first that discussion had gone over my head, so the exact disagreement was unclear.

What is the ‘log shaper’? Which part of the transform does it affect?

Good to know. I’m going to see what effect it has on our current content if we revert back to standard ACES, but depending on our VFX going forward I may need to bring back the blue light fix as you point out.