How to export a Blender FBX with mutiple parts to Unreal with correct Pivot Points?

So I’m watching this video and wondering, if you need to move each mesh’s geometry to the world origin so the object’s origin isn’t offset, how do you do this with an FBX with multiple objects/meshes?

What I mean by this is, say you have a mesh that you want in a specific place on your base mesh (for example, what RoyalSkies does at 1:15). How do you have your object and origin at the world origin without changing the position of your object relative to the others in your FBX? Royal Skies does move the missiles in this video, but then when he imports the FBX into unreal it looks like they’re in the same relative position to the base of the weapon.

Parent objects are used for keep childs relative to their position.

Yes, but how do I do this in Unreal Engine? My lever is already parented to the main mesh but Unreal ignores that when I import.

In Blender: apply location, rotation, scale to meshes. It should work when importing it.

Try the File > Import Into Level option. In UE4 that would give you the option to create a Blueprint with the FBX object hierarchy/pivots intact.
Good luck!