Textures Look Different in Unreal Than in Substance Painter
Why the same maps shade differently
Also known as: Substance Painter vs Unreal look · Painter to Unreal mismatch · Textures too dark in Unreal · Wrong colors in engine
Quick answer
Textures rarely look identical in Unreal Engine and Substance Painter because lighting, tonemapping and material setup differ, but large differences usually come from four settings: the export preset, the sRGB flag, the normal map format and the packed map's channel order. Export with the Unreal Engine preset, turn sRGB off for the packed ORM texture, use a DirectX normal map and make sure the material reads the right channels.
How to fix it
Check in this order: that base color is imported as sRGB and the ORM map is not; that the normal map has its green channel set for Unreal; that the material wires occlusion, roughness and metallic from red, green and blue; and finally compare under similar lighting, since Painter's viewport lighting and tone are not Unreal's. A neutral-lit Unreal level or Marmoset Toolbag makes a fairer comparison than the default editor viewport.
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See also
ORM Texture
Occlusion / Roughness / Metalness packed into one map
sRGB vs Linear
Colour-space encoding for textures
DirectX vs OpenGL Normal Map
Which way the green channel points
PBR
Physically Based Rendering
Tonemapping
HDR → display-range remapping
Master Material
Parent material that spawns instances
Substance Painter Export Settings for Unreal and Unity
Which preset, size and format to use