If you’ve never used unreal, let me tell you, it’s going to be brutal…
I guess your hotel is a max model rendered with vray or similar?
1st : There is no way to convert materials, Unreal can import a standard diffuse texture only (max standard mat). You’ll have to build every mats from scratch. Of course UV mapping is going to be imported as well. That’s that!
2nd : Counter-strike in your hotel should work but…
3rd : You need lightmaps, that mean unwrapping each piece of geometry on channel 2 in max before importing. (steamroller script can do the job on 95% of objects imo)
4th : You’ll have to redo all the lighting setup. You cannot import lights from max.
It’s hard to evaluate the time you’re gonna need. If you learn unreal while doing this, it may take a bit longer. Nice project tho!
To give you an idea, I’m redoing Salk Institute with static lighting atm (previously used vxgi but meh) so it’s a big scene and it’s very playable even with a lot of geometry. Longest part was to detach meshes to assign a lightmap to each meshes in 3ds max. Then I use steamroller on nearly 1500 meshes. After that I drop everything in Unreal and apply my materials. Everything is mapped beforehand in max. I’m using default template sun/skylight/sky for now. I don’t use any export plugin. Unreal importer is doing a great job anyway.
One thing to remember, if you have many plane geometry (no thickness), this could be a problem because unreal cull backfaces and this will let light pass tru. It’s going to give you a ton of light leaks.