The simplest method is to set each section’s pivot to the world origin and UE will keep that transform. Naturally you will want to apply transforms before exporting to .fbx or whatever you use. See my example below:
Note: My transforms have already been applied so I don’t need the export to do so.
I import with the settings unchanged (default settings).
You can change your pivot manually in Blender, if needed:
Or you can change your pivot manually in UE, if preferred:
(4) How To Change The Pivot Point Of Any Mesh (Unreal Engine 5 Tutorial ) - YouTube