This is my first time working with ue4 and my metal surfaces look terrible compared to sp and marmoset how it is supposed to look. Marmoset and ue4 are both only using 3 spotlights in the same place to get similar lighting.
Skylight should have "lower hemisphere is black" disabled. You can also put a latlong cubemap into it. It doesn't make much sense to judge the shading before matching the lighting. Its also possible that your roughness map is in sRGB color space instead of linear. Looks like you have more glossy reflections in Unreal, which would point to this problem in my opinion.
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There's an Advanced Lighting map that comes with Started Content in UE4. Worth a try.