I’ve borrowed heavily from the examples to make a program that converts a single .aur file with velocity channel to an FGA file, for use in Unreal Engine 4’s particle system (I believe it also works in Unity). There is one thing that doesn’t work - the bounding box size is incorrect so you’ll have to edit the output file on the 3rd line, and enter some sensible values.
Aside from my bounding box code which I need to revisit (it’s spitting out odd numbers) nope. I’m going to see if I can revive animated vector fields which is in the Unreal Engine codebase but unimplemented because pre-baked fluid sims in Unreal would be cool.