I have no idea if they can be imported and digested by unity somehow, I kinda doubt it. I think what you actually want is a way to turn wire parameters into c#. But I don't think that exists yet. I'm sure you know, character controllers and camera scripts have actual code you'd want to look at as they modify the transforms…
FBX doesn't support wire parameters so it's not captured in anyway that you could work with. Those types of relationships that exist outside of the hierarchy structure (parent/child, like bones), are usually set up in Unreal using blueprints and in Unity with scripts and code. If the actions are scripted, it can be baked…