What you want to do is use the Principled Shader node! It has dedicated slots for all of those maps, except for ambient occlusion. Albedo is the same as base color. To use your ambient occlusion, in this case, multiply it with your albedo map before plugging it into the base color. You can either do it in the node editor with a mixRGB node (one of the dropdown options is multiply), or externally in an image editor.
Here's an image of what you probably should have in the node editor so that you can apply all of your textures onto the mesh. I got this screenshot from Blender Guru's tutorial on Principled Shader in Blender:
(In addition, make sure you have a Texture Coordinate node, found in 'input' under the 'add' menu, and hook up your UV slot to your texture maps.)