Glass is all reflection and refraction. Your material seems to have refraction set to 1, which effectively disables the effect. The fresnel you have there might help when connected. Just make sure you use values close to 1 as refraction is approximated in screenspace and high values will result in artifacts in the refraction when used on small objects such as those glasses.
Regarding reflections you have the basics working, but some nice bright highlights would help make it pop. Proper specular on translucency will come in a future update of UE4*, but for now you might be able to fake it with a cubemap with some bright spots.
*I believe the master branch already has it working, making it a likely candidate for 4.8.