there's nothing stopping you building a blueprint utility/ python script to handle the import. eg - an exporter from max/maya/whatever collects the exported assets into a csv, imports them as static meshes. converts the csv to a datatable and constructs a blueprint/ I've done this recently - its pretty straightforward once…
one thing thats worth knowing in the meantime is that the unreal scene format is xml based and that you can create actors by pasting appropriate xml in the view window a few years ago (i say a few, about 7-8) I made a scene exporter that exploited this so it might be a hacky/ quick way to get what you need without arguing…