i must have a dozen different pbr water shaders for unreal. Rivers, oceans, ponds... every type of water. All from different authors. as mentioned, of course you can transport the textures anywhere you want but the shader itself is always dependent on the language / engine.
I think there is a tutorial on 3d buzz that shows you how to set the grid in max so it matches the one in unreal ed. All the setting units do is set grid spacing to the best of my knowledge. So if your grid matches unreal all you have to do is assume that 6 units will be 96 unreal units as long as the grid in max matches…