What is the relationship between UE4 material properties and 3DS Max 2014 ones?

I’m trying to rebuild a material from 3DS Max 2014 in UDK4. However, I see that the two use completely different outlets to hook up textures and modifiers to materials. Is there a document or website describing how the properties are related or can be transfered from 3ds max material to UDK4?

How are the outlets in the screenshots below connected? Where does diffuse go in UDK4? Where does the bumb shader go?

Diffuse = Color

Glossiness = Roughness (usually Gloss texture should be inverted)

Opacity = Opacity Mask Or Opacity. Depends if you are using Masked mode or Translucent.