I had realised that the way i had made the arch materials was very inefficient. What i had done is in Maya, i had assigned a different material for each of the different parts that the arch has, meaning i had 5 different materials to make up the arch object. With this, meant that with each material consisted of a base colour, normal, metallic, roughness, emissive, height and AO maps, 5 times for all of the materials, which is so much data.
Instead of doing it this very inefficient way, i went back into Maya to unassigned all of the different materials, went into painter and used the polygon selection tool and assigned the different textures there all onto the same UDIM, this way, all of the different texture maps can be used for the whole object, not just a part of it.
Doing it this way saves so much space, otherwise i would have 5 times the amount of texture data than i actually needed.
When remaking the materials, i imported the new materials into unreal and the colours was vastly different to what it looked like in painter, after so research i found that the two interpret colour differently, in order to combat this, i exported the base colour as a targa rather than png. I wanted to use png to keep file sizes down, so for the base colour exported as a targa format, and everything else is exported as png. This way i can still keep down the file sizes as well as keep the consistency for the base colour.