In the end, the best approach depends much on what you want to achieve specifically. Figuring out the fitting workflow is part of the project.
In the past, when creating environments for in game, I often times used unique level meshes in combination with modules placed in engine, imported regularly via content browser. Relied on paid addon "capsule" for exporting (batch export, different origins).
Don't know if this is applicable for your scene. Good luck :)
Replies
On the left top, click on "File" and "Import Into Level".
Save it in your "ContentBrower". In the next dialouge: "Import as Dynamic": True; "Hierachy Type": Level Assets and "Bake Pivot in Vertex": True
all of these steps on blender?
It's in Unreal Engine. Check out the documentation for more information on this method: https://docs.unrealengine.com/5.0/en-US/fbx-scene-import-in-unreal-engine/.
In the end, the best approach depends much on what you want to achieve specifically. Figuring out the fitting workflow is part of the project.
In the past, when creating environments for in game, I often times used unique level meshes in combination with modules placed in engine, imported regularly via content browser. Relied on paid addon "capsule" for exporting (batch export, different origins).
Don't know if this is applicable for your scene. Good luck :)