I think the issue is with linear vs. sRGB color space. DDo is supposed to export using sRGB with the Unreal preset, because that's what Unreal uses by default, but I think the new version broke that. You can uncheck sRGB in Unreal and it fixes it.
You will never get "exact" results because 3DO and Unreal do not render things in the same way. The correct way to set up your textures in Unreal is as follows Diffuse / Albedo - SRGB checked ON Spec, Roughness, AO, etc. - SRGB checked OFF