One thing is height of the character, which is much taller than average people. The second part is FOV, for architecture to work right I would propose to go with much wider than default FOV of the camera and add a top and down cut out (like wide screen movie format). For the exact values of FOV in UE4 check out VR or Architectural discussion, guys there should know it. Otherwise you need to do a bit of tweaking and math to match FOV to one of the standard optical lenses for modern cameras.