You’re welcome. I did a bit of googling, and it looks to be a common pain-point.
Ultimately, you probably are going to want to just have one ‘BP_Switch’ (With all the interaction/animation functionality) and then instance that.
There is a ‘socket’ system for meshes in UE, so if it’s possible to export that socket location data from Maya into UE you could use those as attach points for all the things. (Seems less fiddly to me)