Why should I leave specular at 0? The whole point of the specular map is to control the reflectivity and reflected color of different parts of my object. I have 5 different materials In this mesh that marmoset was able to show through texture and not actual different shaders. For example I have plastic, rubber, paper, painted metal, and a chrome like metal that I want to be able to store all on one shader(glass was a different shader) that illustrates the principles from marmosets pbr workflow. It almost seems to me like UE4 forces you to do something similar to a metalness workflow but not all artists want to work that way I still like my specular maps. I guess I will have to read up on the material editor and try to find a way to get the same results I can get in marmoset. I was hoping it would be a bit simpler than that. I’m going to go through the example projects and see if they have a shader that does what I want first though.