Bulk exporting as OBJ files / exported asset naming issues

So I have the task of bulk exporting an entire car, made up of around 1000 imported CAD data assets and ideally I would like to be able to use the exporter from the open level, as this will deal with any duplicate models (LH to RH), model offsets or rotations etc but when using this exporter the majority of the names of the imported (into 3DS max) assets are “StaticMeshActor_xxx”, which is no use to anyone. A handful of assets have names but in some cases they are not quite the same as the name of the asset in the outliner and so I am really confused where the name has come from or how to force the exporter to name the models the same as the outliner.

On the same subject, I can obviously select the assets in the content browser and use the bulk exporter but it only gives me the option to export as FBX, which isn’t ideal as FBX files don’t save the normals as displayed inside UE. OBJ however does retain the normals correctly and so an option to bulk export as OBJ would be a great addition.

Plus can I ask why when exporting high polygon meshes that have nanite enabled, does UE export what looks like a fallback, ultra low poly model of the mesh, rather than the full resolution model? Why would anyone want to export the really low poly version over the full model as default? So at the moment I have to disable nanite on all meshes which being a 1000 models, takes a little while before exporting. I then have to close UE without saving as it isn’t a simple case of enabling nanite again on all meshes as not all require nanite enabled.