I used SSSSS(Screen Space Sub Surface Scattering) in UE3 for diffuse term. And I used BRDF model for specular term which is controlled by roughness.
<roughness : 1.0> <roughness : 0.5> <roughness : 0.2>
UE3 have supported transmission function in material editor. But, It was not enough to express what I wanted. So, I added new transmission function which was reacted by dynamic lights.
<Transmission Off / On>