I recently created a LUT for use within Substance Painter to utilize the ACEScg color space and RRT/ODT. My original goal was to bring the simple Linear to sRGB viewport closer to what can be seen within Unreal Engine 4, but I also included a LUT for the standard conversion without my adjustments for those in VFX or wherever with a more standard integration of ACES. Unreal has numerous adjustments on top of ACES that I didn't really add to my LUT. It should be pretty close in most situations, aside from the couple of rendering differences between the viewports.
Iray render with a default Painter smart material. I tweaked some material to bring the rust more in line with the proper color and removed the gray metalness values.
Simple color chart comparison, in which I used to plot inside Resolve for a quick look at the actual values. The original color chart was a free jpeg, so most of the grain in the waveform can be attributed to that.
You can see more images and get the Gumroad link(free) here:
https://www.artstation.com/artwork/mrqd8I hope it's useful, and let me know if there are any issues! ACES is fairly dark by default, so proper exposure and material ranges are even more important with it.
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This one might be too dark with usual defaults. Some exposure adjustments might be needed, depending on the HDRI and materials used. But, with this you're able to increase exposure quite a bit without getting the crunched, saturated highlights.
Both LUTs now have a pre-transform and expect the Log tonemapper to be used in Painter. They will look much brighter if it's not enabled, but this prevents highlights from clipping so you get the full range of the ACES ODT. My original LUTs with just the ODT were clipped before the ODT, so although the whites weren't pure white, there was no smooth rolloff.
The UE4 version has had a small shift in the display-transform to match UE4 better.