Here's a great series on Lighting in UE4. Lot of useful information on static/dynamic setups and just overall workflows when someone starts to light a scene. It also talks about lightmaps and seam issues in the 2nd session. https://www.youtube.com/playlist?list=PLqfZolvobgUDAm-c41cDR8NDA79UKuN4b And here's his thread on…
Substance painter/designer uses IBL. In UE4 you are receiving light from your Sky and Point lights. That might explain the difference. You can load the same cubemap in UE4]s PPV to get almost similar results with substance. Definitely not 1:1 though. Also make sure to place some Reflection Capture Spheres around. And…