I have a script for 3DSMax that moves the selected objects to 0,0,0, exports as FBX, then moves them back to their position in Max. A second button in the script copys the names of the objects and their world position to the clipboard, which can be pasted directly into the editor of UE5.
This places a cube with the corresponding object name at the exact world position as it had in Max. You then can replace the static mesh of the cube actor with the static mesh you exported from Max. Everything is now in exactly the same place as it was in Max, with the pivot point preserved.
If anyone wants this script let me know, although I have no solution for the Blender workflow