Well, not really.
You need some sort of specifically made water plugin that deals with point definition and setup.
Otherwise, Gerstner waves are considered to be “omnidirectional” - and like in fortnite you are essentially always in the middle of the ocean even when on shore.
The sane way to approach this would be to create a wave generator blueprint that will be the point of origin and direction of a wave - you then drag it onto the “ocean” and it will define what direction a sine wave takes across the material - by way of MPC options I suppose.
The difficulty/problems are the fact you don’t have anything exposed that allows for a loop or a variable amount of the items, so developing a Closed system for just your island is possible trivially.
Developing an open ended system where you can create your own customization a la carte is not unless you want to create your own HLSL for it.
Alternatively, there’s plugins that probably don’t work with the unreal system
https://www.unrealengine.com/marketplace/en-US/product/beach-wave-water
And no - I’m not recommending it, at all. But if you can’t code, then I suppose it’s a valid solution.