For all extensive purposes Blender is still not a good program to use for doing any form of Modding for Unreal. Every version in some form or another loses vital data when opening fbx files. Either it loses LOD data, Texture Data, or even more importantly Sections partitioned to specific LODS to different texture materials. In some form or another you are battling uphill trying to find out why a skeletal mesh you export out and back in loses data of some kind. This is also not counting the fact that very few version of Blender even allow proper exporting with added plugins.
It’s no fire and forget. However I still prefer Blender for everything (and I don’t miss anything). I paid for a subscription for Maya years ago, did tutorials and tried to love it but my brain was already heavily Blender-wired at that point in time. Rotate something is “R” at Y … is “Y” or relative “YY”. Animating killed it for me. In Maya I had to learn Kung-Fu for all those mouse-shortcuts, the keyboard ones are weak and I had still to touch those gizmos (by mouse). But if you start … and are not already addicted to Blender you can give Maya a try (should work better from import/export). Textuers does not really matter for me. I do the painting in 3dcoat anyway (app-link with Blender) that outputs me UE-format PBR textures stacked into channels (like green for metal, …) and usually I create the mats (once) in UE afterwards (that remain at reimport).