issue with materials looking right

So i am creating a wall project and i modeled in max textured in quixel then i export into unreal. I seem to be having problems with it looking correct in unreal. how can i get it to look like it does in quixel.
the first picture is the albiedo in the diffuse, the second is specular in diffuse looks close, the last is what it looks like in quixel and would like it to look like that in unreal

With out seeing how your Material is build it is almost impossible to tell what is going on. If you can post a picture of your Material setup I could get a better idea of what is wrong and give you advice on how to fix it.

Your Metallic input is not correct. Metallic should only be only in black or white or use a constant value of 0 or 1 and not anything inbetween like 0.1 or 0.75. Also you can ditch the Specular input as that does not make your Material physicall and is probally hurting more than helping.