When modeling architecture I approach it from Modular to begin with, but then to keep the calls down I GROUP modular bits. So if I have a long hallway that uses the same arched castle hallway 12 times, I will duplicate them in my modeling program (Maya) combine them all and re-assign light map UVs. The trickier bit comes when applying the collision shapes, although if i have them for the first modular bit, then I can duplicate and translate them as well, as long as they don’t overlap at all (A very important detail).
All collision pieces must be combined in the end and given the UCX_ prefix that matches the model name you will export.
for example :
castleHallway_one
UCX_castleHallway_one
select those together and export as castleHallway_one.fbx
Now when I make a castle piece that repeats a shape 12 times, the downside is that shadows may suffer. I can scale up the resolution of the texture in UE4, but at some point it just may be too big, and you will suffer problems on that end. So when I make modular pieces I make groupings and can decide which is best.
So I’ll make a hallwayArched_six (which has six spans) and a hallwayArched_two (which has two spans). I do the same for many areas of my game because this keeps my calls down for all the geometry.
However, sometimes i just build in UE4 with the single shapes until i know what my overall building will look like, then export the entire building to Maya as an FBX. Then I can decide what groupings I want to make in maya (with the originals not the exported work which will turn into triangles). I keep the UE4 fbx file as a template while I make groupings of various geometry, including floors, stairs etc.
Working this way is particularly helpful for accurate construction of stairs. I generally don’t like to use any automated shapes out of UE4, preferring to model and UV map all geometry myself.
Remember that as you work you will need to make sure you have proper UVs for shadow rendering, and I can’t stress enough that when you are testing your game and you don’t render shadows even at preview level, the playback will get slower and jerkier, because it’s trying to generate ALL shadows in real-time.
For modular worlds this gets heavy quickly.