Hello! Received your response. Thank you. Now, what I meant to say was: in the Shader Editor, you have 4 Image Textures nodes, a Normal Map node, and a Displacement Map node.
Now, your 1st image texture will be a Color Texture Map. 2nd image texture will be the Roughness Map. 3rd image texture will be your Displacement Map. And the 4th will be your Ambient Occlusion Map, which connects to your Normal Map with Principled BSDF.
Then, by pressing CTRL+T, you bring up Texture Coordinates and Mapping for your Dynamic Context Menu, which you can activate in your preferences, right? Those 4 image textures will have “Color Map, Roughness Map, Displacement Map, and Ambient Occlusion Map, which is a Normal Map” work as a PBR Texturing, right? I hope this explains PBR Texturing. Thank you.