Hi there @travis.designer!
If you’re bringing a whole set of textures inside Unreal Engine, you cannot theoretically readjust each texture separately, whether it’s your Normal or your Roughness Map (just to let you know, there is actually no Glossiness Map in UE because the engine is using the Metalness Workflow, but you probably meant the Roughness Map ) you will need to get back to Substance Painter to slightly adjust your maps I’m afraid.
Now, there are multiple ways to “bypass” this limitation:
A - Scene Post-Process Volume
Post-process Volumes can be used to change/ improve the overall look of your scene, and can greatly change your mesh appearance. You can add it in your scene by using the “Place Actors” window (in Unreal Engine 5) and searching for “Post Process Volume”.
If you want to apply the volume to the whole scene, just check “Infinite Extent” in the detail panel. The ambient cubemap setting can change your scene quite a lot, and you can find High Quality (& Free) HDRI Maps in Poly Haven!
B - Blend Layers
A nice trick is to use some Material Functions (from within the Material Editor) to change the color of your texture, such as Blend nodes. It can help to slightly tweak the visual aspect of your texture without changing the original file!
C - Substance3D UE Plugin
There is an official plugin to be able to tweak parameters from your maps in Substance3D and directly see the result (in real-time) inside Unreal Engine. However, I don’t know if it’s reliable enough or if it’s working properly with the latest version of Unreal (4.26/4.27 or 5). I never tested it.
Although you have more tricks (Per-Material Post-Process…), it’s still very limited and it will be probably better to either make sure your scene settings is good (light, PostProcess, SkyLight…) or to change it from Substance Painter3D, otherwise the aforementioned tricks can be a bit more complex and most of the time useful for real-time (in-game) changes (if your you want your players to be able to customize the table Material during the game, for example).
Hope it helps