colours under light

All my materials appear to be strongly washed out under normal lighting. i’m just using base colour and normal maps, as i’m aware with pbr, specular would normally be omitted.

In 3ds max I would use reflection and refraction IOR’s to define the material’s reaction to light. How do you do this in Unreal? I’m definitely missing something.

Is your “normal lighting” the default one when you create new project?

Hi. No i’ve set up my own lighting which comprises if spots, directional, and emissive. Lighting values are of a realistic value. But even in the material editor the colours look wrong. For example if I choose a deep red, it looks correct in the colour picker, but as soon as I click ok, it appears pink on the preview sphere.

Check the sRGB box on the color picker.