(3dsmax) Importing object hierarchy without using bones

I’m having trouble wording this question, so I’m sorry if it has been asked.

Working in 3DSMAX, I often ‘rig’ and animate mechanical objects using 3DS’s old hierarchy system (linking objects and making sure their origins are at the rotation point). For example, this is how I would rig the landing gear for an aircraft.

Do I really need to re-rig everything using bones as if it were a character, or is there some way UE4 can understand my animations and rigging with what I already have?

Thanks!

I figured I’d answer my own question for anyone who might come across this. While it isn’t possible to keep your existing hierarchy, here is a quick way to replicate it.

-Right click on the snap tool (next to the rotation snapping) and set it to snap to pivot points.
-Use the bone
tool to draw a skeleton. You’ll notice that bones snap right to the existing pivot points.
-Attach all your parts as one mesh (clear existing hierarchy)
-Reset Xform just in case
-Assign skin modifier
-Use the vertex select mode and select by element to attach each part to the proper bone

All set. You’ll have to re-do any animations, but the pivot points should be exactly where they were before.

Update to clarify: UE4 can import animated FBXs, even when movement is created using 3DS’s link tool. Just select all moving objects and group them. Then export with animation. UE4 will create bones/sockets for all moving parts and treat it just like a skinned mesh.