When you export you don't export 'texture tiling' settings, you export UVs. So, you shouldn't need any coordinate adjustment in Unreal if you've got it looking right in Maya.
I'm a little confused about where these settings are coming from. Where are you setting the tiling? - if its in your maya material, then the export to unreal doesn't know anything about it. I've used Maya for a very long time but I'm a bit of a luddite with it and may have missed newer plugins or workflows.
you can scale the UVs going into a maya texture node and indeed that data will not be passed through when the model is exported. in principle, if you apply the same transform to UVs plugged into a texture sampler in unreal it should give you the same result - if there's a difference it could be a few things - the texture…