Yeah, it depends on wich engine you want to use those maps you have created, for example, the metallic-roughness for unity, the metallic map is composed by metallic map goes to RGB layer and alpha is for roughness, and unreal engine is completely different, normals have to be on direct x orientation (inverted yellow cannel) and metallic map is composed by red cannel for ambient occlusion, green channel for roughness and blue channel have the metallic map.
you can see all presets already configured on the export textures dialog, on the configuration tab you can see how all are composed or create new ones if you know what maps distribution uses that program / engine