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…
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…