Was it not you that was making a PT version in unity some time ago? I thought it was you...
But, about the models, i think that Unity still imports ASE models for static meshes (so you would not need the conversion work for static meshes)... About the animations, PT only uses classic transformations (position, rotation and scale) and no real texture animation (with keys and etc, which is possible in unity, but not the best way by far..), for the animated textures, PT (and it is a common practice in unity as well) uses a shader function, called (on PT) by prefixing the names of maps and materials, for an example, the prefix "WATER_" (there's a list of those somewhere in this forum) makes where this material is applied to have a displacement effect, "SCROLL" makes the texture pan, etc.. For unity, you would need to make those shaders, so you can script them or make them on that "new shader graph" which is similar to ue4's material editor.. i would recommend scripting those 'PT material effects for unity' since those are usually very easy and there are plenty of study material online..
Oh, and i remember that those animations were really simple, right? Things like a rock floating up and down a bit, or a windmill spinning, those sorts of things.. I think that if you separate those parts from the model (or are the already separated?), fix the pivots (or manipulate by the center in unity) and animate those things in unity ,it would be more practical (and with greater possibilities, like the rocks would only float if a player is near or make a windmill turn faster or slower depending on the time of day, make fallen rocks to form a tower when a specific phrase is spoken (on open chat) on a specific location (that one i thought right now hehe, but you get the point) etc..)...