"Even if that’s the case, is there a huge amount of work to integrate existing models/scenes into your engine?"
It uses the Assimp library which allows it to support things like .obj, .fbx and .gltf. Usually what I do is export from Blender to gltf and ask it to export the textures separately rather than pack them into the binary. Most assets that were designed with metallic-roughness in mind either work immediately or with minimal changes. In my own testing the most frequent things I had to change were if normal maps were inverted (fix by flipping the green channel in photoshop) or if the model exporter set all the metallic values to maximum due to missing data (fix by loading the metallic or metallic-roughness maps in photoshop and flipping metallic channel from max to 0).