Multiple meshes into one character (Blender to Unreal workflow)

I have this character that I modeled in Blender. As I was modeling it, whenever I would move on to a new part/new mesh, I would duplicate the faces of the new mesh where they would meet the old mesh and then Split them off into their own object.


I’m trying to animate in Blender. But when I do that, each piece of this character moves independently, based on the bone controlling it, so these places where the objects meet split apart.

I haven’t been having any luck figuring it out in Blender, so I’m wondering if there is anything I can do in Unreal to solve this. I know there is some way to merge a bunch of meshes into a single (skeletal?) mesh at runtime. This seems like an adjacent problem, but I might be in the completely wrong place.