Break apart blueprint into static meshes like prefabs in other engines

Is there anyway to break apart a blueprint into multiple static meshes quickly and efficiently like prefabs in UDK?

I ask this because that is an essential part of level development. To break apart prefabs and edit them individually for each different circumstance.

I want to know that I have the option to follow the workflow of Fallout 4 (https://youtu.be/QBAM27YbKZg?t=18m47s)

Static meshes are not usually part of a blueprint when placed in your world. Putting meshes into blueprints would add a lot of overhead for no reason.

This prefab system sounds similar to the UE4 actor grouping system:

We use this in our game to build a huge library of buildings that we can than copy and paste all over our 20km world and then ungroup and make individual modifications and customizations.

Thank you, That is what I was looking for. When you say “huge library” does that literally mean just a bunch of grouped objects hidden (like bellow the terrain) in the level that you jump to and copy whenever you want something from it? Seems like if that is the case it is bit of a hassle

Yes, just a bunch of grouped object. You could keep them below the terrain if you want, but we keep them right next to the city were are working on while we are working on it.

Would be nice if in the future there was a feature where you could save grouped objects back to the Content Browser.