Here’s your options:
Option 1-Export chairs and table separately–in UE4 you would end up with a static mesh for the table and each of the chairs, this option gives the worst performance because of a draw call for each item and you have identical chairs that aren’t necessary to keep each in memory
Option 2-Export one chair and one table as separate objects–you would end up with just the two static meshes in the content browser, you would then have to place copies of the chair in your level for however many chairs you want, however it only keeps 1 chair in memory which saves memory, but each chair is separate which means it uses the same number of draw calls as option 1.
Option 3-combine the table and the chairs into a single mesh, this would use a single draw call but uses as much memory as the first example since you have multiples of the chair which are identical.
Option 3 would probably perform best, usually it’s better to take the memory hit than it is to increase draw calls.
Option 1 is the easiest to do because you can place everything in 3ds Max and export it as it is and then just drop it into UE4 and it’ll all be in the right place, but like I said it gives the worst performance since you have many unnecessary draw calls and you aren’t saving memory by placing the copies in UE4.
When you import to UE4 it has an option that says Combine Meshes, this will make everything into one static mesh regardless if you had them separate or not so it would be like making it Option 3.
For the table and chairs I’d probably go with Option 2, since you would get better collision meshes and you might want to do something with a chair by itself. Plus it would be easier to use the chair as a prop in other places. For that type of object you wouldn’t be using many copies it would probably be OK to have the draw calls. An example where it wouldn’t be a good idea to do it that way is where many people try to build a room where the floor/walls/ceiling are modular sections but they are just boxes or planes and it would get better performance to make a unique wall that’s the size you want rather than trying to make all of your walls out of modular pieces. Also, baked lighting gets processed on each static mesh so you can end up with seams where the lighting is slightly different between the meshes, so two flat objects can look bad next to each other but if you combined them it would get rendered together and you wouldn’t have that difference in lighting.