I suppose you’ll need to modify this material little bit in order to make it work with different texture setup. RHAO texture name means Roughness is packed in Red channel, Height is in Green channel and Ambient Occlusion is in Blue. I personally used Albedo, Normal and SROH (Specular/Roughness/Occlusion/Height) as different textures. The key here is too look for ComponentMask (displayed as Mask) nodes and see which channel is used in each place of the material, then replacing a masked channel(s) with needed one(s).
This is quite rough explanation but it’s been quite a long time since I worked with this material… I hope this helps.