I think my question can best be expressed by referring to the ‘Mobile Temple’ demo content.
There are many instances of a ‘pillar’ or a ‘window’ that are only the same asset being used multiple times…as you’d expect in an efficient workflow for obvious reasons. However they appear to be placed with a precision that I can only imagine would be hard or extremely tedious to pull off ‘in editor’. It’d be more preferable to do this placement in a program like maya or max right? In those you have precision tools and arrays and so forth that allow for this sort of large scale construction.
But as I understand it UE4 doesn’t support importing levels in this way. An fbx file will either merge individual components into one single asset or you’re stuck dozens of duplicates of the same asset.
At best the only workflow I’ve found that allows for placement in an external program would be (to continue the example of the temple) to have each pillar exported as a separate asset but a) this means you lose having each asset as an instance and b) you loose the local pivot points.
The temple has neither of these problems…so what am I missing? Even if the temple is ‘hand assembled’ it is still a very small section of level. There could be thousands of pillars in a final full level right?