Its hard to tell without seeing all textures you are using - you only mentioned diffuse and glossiness. PBR means the textures should be all the client needs to reproduce the same material in any 3d software/render engine that supports PBR rendering.
For example, if you place the diffuse, gloss/rough, normal map and it looks the same in cinema4d, 3dsmax, unreal engine then you have a PBR setup. As mentioned above the render engine in each software has to support PBR.
If you need to manually adjust material settings or change things for each render engine then it wont qualify.
Here is an example where I show my PBR models in 3dsmax vray/corona, blender, cinema4d, unreal, gltf. gltf looks a bit different as it uses its own lighting sphere but you get the point.
https://youtu.be/7GemkryF-Ns?t=51