Mark, not quite true. For some assets extracted with UE Viewer, I have noticed that the mesh is also loaded in the 'world space co-ordinates' correctly displaced from the center. For e.g. when I load assets from Spyro Reignited, the static meshes are already placed at the co-ordinates at which they appear in the map. So all I had to do was to to bulk import all the static meshes for that level into Blender. The exception in this case was the 'common' meshes which were repeated across the maps (like windows, doors etc) which all appeared in the center, so they need moving about.
Now this might be just an exception for this game, would be good to hear from someone in the forum if the metadata about static mesh placement in the game world is extractable/usable in general or not.
Deadlydoener, Other thing you can do is to look for collision meshes. Some games have a large collision mesh which gives a good approximation of the map, so you can load that and then use it as reference to place the individual static meshes.
A model is a model, it will always be just in the center of coordinates. UE4 maps themselves can not be considered unfortunately. You will have to do everything according to the screenshots from the game (by eye).