This has been an issue for ages now, but the Metalness workflow based on Disney’s BRDF isn’t physically based when combined into one shading pass for anything other than flawless binary metals.
Silicon, magnetite (one type of dark gunmetal), and other semiconductors have ~20% reflectivity and are physically impossible to create with Unreal 4’s “physically based” materials. The industry has had an entire generation to learn PBR and it would be nice to unlock the to 0-8% specular reflectivity value that’s currently hardcoded in the material editor.
The absolute biggest issue is the blending between metals and dielectrics, which the single-pass metalness shading (which is NOT the way Disney’s BRDF works) workflow cannot do in a physically correct manner. Colored specular allows transitions between metals and rust/dust/dirt/etc. while single-pass metalness does not.
Additional reference and use-cases:
Excellent summary talks about how Unreal is currently physically INaccurate by Billy Lundevall (who works at Quixel no less): https://www.youtube.com/watch?v=7J7bvtSoZkU and https://www.youtube.com/watch?v=bb1G18H5wAg
Brian Leleux, a fantastic AAA lighting artist and responsible for the Substance ACES LUT, has to remove all non-binary metalness values in order to get proper materials that respond correctly to lighting. He has to do this because of the issues outlined by Billy Lundevall—namely that Unreal’s PBR metalness is literally physically INaccurate and causes bad lighting values for anything other than laboratory-clean pristine metals: ArtStation - Presentation
IOR of Magnetite is 2.3439 or a specular reflectance of 16%, which is impossible to accurately create with Unreal’s “physically based” single-pass metalness https://refractiveindex.info/?shelf=main&book=Fe3O4
Silicon (like most semiconductors) is also impossible to accurately create with real physical values. It has measured IORs ranging from 3.4 to 4.3, or specular reflectivity of 30-38% Refractive index of Si (Silicon) - Pierce