Your images are broken, but try using the Advanced Lighting Map included with the starter content to get a similar lighting setup to Substance Painter.
There is a shader on substance share that adjusts substance painter’s viewport to look a little more like Unreal.
Metals always end up looking quite a bit different in unreal vs substance. I understand there is a difference in how it handles the base color/albedo of metals. Generally if your metals look black in unreal either 1) your base color is too dark or 2) the mesh is not receiving enough light or reflection info, which can be helped with baked lighting and reflection captures.
I suppose my problem came from me using the default materials as a base, I assumed those were properly calibrated.
Here’s what happens if I use Iron Galvanized.
Anyhow I did this write up hoping that other people will benefit from it too. There is an insane difference between how Unreal and SP handle metals, and I will be sure to check out that Unreal Shader in Sp to see if it works better. Thanks everyone!