You need to go into the material instance of the thing your trying to adjust and set it in there, then you can mess with the specular and the roughness and the metallic mat. This is the only way you can adjust this without the shine that your getting. It is a roughness modifier that your looking for in general though, but with the other two you can make loads of colors in unreal and including better texture’s all around
All of this was achieved only adjusting diffuse, specular and roughness.
Diffuse defines the amount of diffuse light being reflected.
Specular defines the amount of specular light being reflected.
If you have a low diffuse, but a high specular, the object will still reflect lots of specular light and end up looking gray.
It’s interesting, I tried to use a sRGB Linear node, and yes, I’ve black color.
However,I guess it’s a different way to have a darker value, and you are probably out of PBR range
Yes lighting is a significant factor. If an object appears too bright, really only four things are possible:
It is reflecting too much diffuse light
It is reflecting too much specular light
There is too much light in the scene
The object is self-emissive
But if that isn’t good enough - There are no PBR police. If you need to go out of range to achieve a desired result - then do it. The flaw with obsessing over “PBR range” is that real time models such as this are not actually perfectly physically accurate anyway. There is little point banging your head against a wall because you need something to be a bit darker. There is a reason it is called 3D Art. Sometimes art direction (ie “Make this darker”) is more important that self imposed rules.