Problem with displacement and normal maps

Alright so I have a problem with my model looking really bad in unreal engine 4. First i’ll show you how it looks in zbrush viewport.

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And this is how it looks in UE4.

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And this is the material

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The displacement map doesn’t look right to me, like not enough contrast. Also, you may not have enough of a tesselation multiplier for displacement, you can look at the wireframe to see how much the mesh is subdivided.

I can assure you, that is not the problem. I used the same displacement map and normal map in Maya. I combined them and I got a very good result. In fact, I got almost an identical look with the zbrush version. So using the same displacement map and normal map gives me different results. Why is this??