PBR blueprint,level settings and tweaking assets textures

Hi,

iam doing some assets for UE4 and would like to pick up some tips, regarding my PBR-blueprint and level-settings. I have minor problems with metallic surfaces that are shown to dark. After multi the colormap and roughness(not in pic) it gets better is this usual?

How could i improve my PBR-setup shown in the picture ?

How can i achieve a look inside the engine like it is shown in the mesh editor ?



edit: curv is wrong with alpha in spec should be rgb (?)

So its better to save metallic and rough in one note. Should i save the ao in blue-channel there too (gamma)?
I suppose its possible to steer for the sourcefile in the channels for one mastermaterial ?

Iam new to UE but love it very much so far.

Don’t use specular with UE4’s PBR, just leave it blank unless you need to override it (you shouldn’t for most realistic materials). You can plug a constant1 node into the metallic slot. You’ll also want to reference PBR tables to find a realistic base_color value for metals. You need a reflection capture actor in the scene for materials to look right. And you shouldn’t be using metallic of 1 for painted metals or metal with something on top of it.

Thank you for your answer.

Yes in this case i could maybe use a constant on metallic, the metallic has little opacity. Base color is ok for me (somethin similar to polycrystalline silicon). I use this PBR wiki: Physically Based Rendering Encyclopedia - Google Docs.
Reflectsphere is there, its the FPS-Expamplemap.

Is there a “standardized” ingame light/etc. setup as the setting of the mesheditor ?