I'm not sure, but I think it should, although it wouldn't be very usable. This course is not meant for realtime characters (and the complex shaders won't port at all, because the Game engines use a different renderer).
As for hair, you would be better of using hair cards; have a look at:
https://cgcookie.mavenseed.com/courses/creating-hair-cards-for-realtime-characters
and also check out Daniel Bystedt's method (not a tutorial, but he explains his method well, which is mostly the same as Kent shows in above lessons, but he uses Hair to guide the cards in stead of Curves):
https://www.youtube.com/watch?v=oqjKMd9CYI4
The hair, as it is in the course, can't be exported to Unity/Unreal.
The hair needs to be converted to a mesh object first, it is currently a hair particle system.
There are options such as using hair cards, which are mesh objects, as spikeyxxx suggests,
or you can add hair once exported to Unity/Unreal. Both have there ways of adding hair to a character.
Unity and Unreal are game engines, not render engines, models needs to be optimized for use in game, which is why hair cards are commonly used in game engines for their efficiency.
Using the game engines own hair system, would be used if the characters hair needed to be affected by environmental factors such as wind.
Sorry, I should have mentioned that I plan for it to just be a still VR scene. The project is more of an art installation than a game. So If I can convert to mesh, export to Unreal/Unity, and if it works for that use-case, I'm golden. But definitely, I will look into cards as an alternative