I made this a while back, but I figured since I signed up for the subscription yesterday I should make a post on the forums where people who will use my work will see it. This .blend file has a material group in it that lets you accurately see how your materials will look in-engine by mimicking UE4’s default lighting model in Cycles. I’m not 100% sure that every property is spot-on, but it’s close enough for government work.
You can download the blend file from Blendswap here
Example materials in Blender:
The materials created from the same values in-engine:
Example node setup with non-textured albedo, roughness, and metallic:
The node setup of the material group itself:
Here’s an example asset with its material set up in Blender (please excuse my shoddy texturing):
And, the same asset in a level in UE4:
Pretty similar, eh?