The big picture
The silo is built in two places. Blender is the workshop where the concrete, steel and brass are shaped. Unreal Engine is the silo itself, where everything is lit, walked through, opened and lived in.
Nothing in Silo 18 is modelled by hand, vertex by vertex. Every room is written as a Python recipe: a script that says "a curved wall here, 4.8 blocks across, a round door in it, shelves every 3 blocks". Blender runs the recipe and produces the shapes. Unreal then takes those shapes, gives them materials and light, and makes them part of a walkable world.
That split matters. Change a number in a recipe and the whole room rebuilds the same way every time. Nothing is lost by rebuilding, and two rooms built from the same helpers always line up.
From recipe to Play
Read it left to right. The recipe feeds Blender. Blender writes two things: the FBX files (the actual geometry) and a JSON file that remembers where the door hinges, keypads and lights are. Unreal's place script reads both, so a keypad placed in Blender ends up exactly where the director expects it during Play.