You can not use a specular map like you can in Marmoset Toolbag. The specular input in UE4 isn't what it seems, what it actually does is act as a multiplier for non-metals, its basically a cavity map. How the metalness map works is, for metals (white in metalness map) the specular intensity/color (reflectivity) is pulled…
To clarify here: For PBR, use whichever input your target engine specifies. For example Toolbag allows you to choose metalness or reflectivity, cryengine favours reflectivity, UE4 favours metalness. They are all physically based renderers. For UE4, use metalness.
I do not know what reference you are making, I am a bit clueless with UE4 maps. I would like it to appear as nice as I make it in Toolbag, or roughly about.
Right, PBR does not necessarily mean using a metalness input. More than anything the metalness workflow is a way to optimize the content and is not mutually exclusive to PBR. A full color specular input can be used, and is actually more precise. Though this isn't something individual artist will have a say in, you'll…
If you're making something that's entirely not made of metal, just leave metalness alone. If it's entirely made of metal, just put a constant 1 into it. If the object is partially made of metal and partially not made of metal, you'll need to put in a texture to mask out the different areas depending on whether they're made…