As hard as we tried to be physically accurate, I think some of the kite demo assets did come out a bit dark. Not orders of magnitude, but somewhere between 10 and 25%. Some assets were spot on though. I can actually figure out how far off they are by using Nuke and our reference photography.
In order to calibrate this stuff, we use the 18% greyball values from color charts. Then we normalize the image to get that 18% exactly at 18% and from there we can do relative measuring between UE4 and real life.
First we bring in a raw EXR into nuke and then color grab the 18% grey chart with a box:

Here the RGB values are 0.201, 0.236, 0.266
To “normalize” the image, we create a ColorCorrection node and enter different values for gain for each RGB channel.
For Red, we enter “0.18/0.201” for blue “0.18/0.236” etc. After doing that, the 18% grey will read exactly 0.18 like this (ignore the grey look of the image for some reason I changed view settings, its not that big a diff):

This allows us to sample objects in the scene now to get an average color:

Notice that this rock was around 0.16 Some rocks are brighter some are darker. This is a fairly “lichen covered” rock, and many of our assets in the Kite demo tended to be of this type of rock. Certainly the darkish ones.
You can then check your assets in the editor by using “high resolution screenshot” and also exporting EXR. If you make a 0.18 grey emissive, unlit material you can use that to verify the right values are being measured and to adjust your other textures accordingly.
Note that when viewing brigthness in photos like above, that also picks up specular. For a fully rough object, that adds around an extra 0.028. That means you really need to subtract 0.028 from the sampled values to get the “base color” values. Specular in UE4 will add back the missing fraction. So a rock that ‘measures’ as 0.16 should have a basecolor of around 0.132 which is much darker than the 18% grey color.
It is also possible to do the above steps in photoshop but nuke is much nicer for this type of thing. Nuke lets you work in linear color while “seeing” sRGB color. I haven’t yet figured out if photoshop can do that. Colorspace in various applications gets confusing 