Hold on with merging in Blender into one single object or making blueprint with child components as static meshes (parts). There's an option to import ANY model file as a single model in Unreal Engine 4. At the import step, select "Combine Meshes" option to unify all subobjects from the file into one model. This way you…
im dont usually do anything regarding exporting to game engines, i normally focus on modelling/texturing etc. TLDR whats the best way of arranging this object so it can be used in Unreal? seems like the way I did it is waste of time.
in Unity (been a few years since I used it though) there was a feature where you could combine several objects then have an icon representing that collection of items, which you could drag into the scene at anytime, instancing? I cant remember what it was called, but I used it a few times.
Merge the meshes into one single piece before export. Makes it easier to handle when in UE4. You can create a second UV map for lightmapping, or have UE4 generate the lightmap UVs for you. Make sure you have duplicates of the original mesh components so that you can make changes later. This is generally the workflow for…
the reason why I'm trying to avoid merging everything together is cause I was experiemnting with splines in Blnder and Im trying to avoid the concrete parts getting deformed when doing spines.
You mean creating a Prefab in Unity? In UE4, the equivalent is creating a Blueprint. This might be what you need; however, you will still encounter the issue of applying a material to each component.