Best practices for big Buildings in UE4

at :
I always thought modular level-design is only for when you reuse a lot of stuff, since i only have one building and the rooms are very different from each other i don’t know if that would be a good fit for me. for example: i have different window-forms and different walls on the inside so most pieces would only be used once or twice. Is there another pro for Modular design, apart from a time saving factor?

About the assembly: if i go with modular pieces with assembled location and all of them set in the same location, wouldn’t that mean the origin of the meshes is in some cases far away from the mesh itself? would LODs for example still work correctly with that?

at :
what exactly do you mean by this? As i would like to go for a Croft Manor (Tomb Raider 1,2,3) kind of thing (one big house + the surrunding area (only a somewhat bigger area)) with many different open entrances to the house this might be important for me, but i don’t quiet know what you mean.

: Would reused modular pieces reduce draw calls (as it is the same asset)? Or would this mean i should make one big model? (i guess a middle way would be best)