Interesting point Theo… But knowing our “working style” I admit finding removal of options difficult.
Given a blend file I could figure 3 cases:
1- one mesh object only tobe exported, so I could precisely name it and export without user’s action
2- many meshes from a common logic set (i.e. Kitchen blend file and stuff like Table , Chair inside): the blend name is the set name, each mesh has to be exported in its fbx. For artist’s easy view objects can be placed anywhere in scene but export will (temporarily) place them at origin so their pivot in UE will be ok.
3- Many mesh that need to be exported as a single fbx and then imported as a combined mesh. Here I have blend file similar to case 1 but the number of files to be produced changes. This was the main reason I considered the single/multi option. Ho could I identify blend file that are NOT set but can contain many meshes?
Maybe adding something to its name? Like Kitchen_Set.blend vs ComplexObject.blend
As always, a lot of stuff to consider