GREAT!! That’s is exactly what I was looking for.
Just a quick note for this to work.
In 3DS Max:
- the assets need to be instanced …duhh
- in the FBX Export Settings > in Include > Preserve Instances has to be checked.
In Unreal:
- **File **> Import into Level
In the Import Options dialog, Hierarchy Type is the other important option to set. If you are a fan of XRefs in Max, then this is similar to that. If you want a update-able level, then Create One Blueprint Asset, else Create Level Actors.
Thanks!