Color mapping node? Sorry, can't find it in the material editor.
The channel shader does separate the textures into greyscale and it works but the separate rgb node would be more convenient for this as it streamlines the process and cuts down on clutter in the material editor. This is how ue4 does its rgba separation for textures.
The image shows how I attached the nodes. Also wiring from any of the rgb to the amount slot of the mix/math shader doesn't yield the expected result when plugged into diffuse, reflect slots. In Blender cycles, the separate rgb node, works as grayscale when plugged.
In unreal engine, the image texture node has a normal, red, green, blue and alpha slots which can be used. Saves clutter and speeds things up. I am not sure if this can be implemented in Blender though. You also have to stipulate in the image settings in ue4 if the imported image is to be used as mask/grayscale textures. Maybe a tick use as grayscale box in the separate rgb node might do the trick?