Actually pivot point support has nothing to do with multiple meshes and bones. From your earlier thread I imagine you would no longer need bones for your level if pivot points are supported. Without support for pivot points the local coordinates of objects are set to global 0,0,0 when the scene is exported which, as I understand it, is why you are using bones. With support for pivot points the local coordinates of objects would be preserved as set in 3D Studio Max.
The reason pivot points aren't supported right now is because of the fundamental "mindset" Ultimate Unwrap takes with scenes. Instead of lots of separate objects (and logically each object would have it's own pivot point/local coordinates) scenes are understood as a polygon soup with various polygons grouped together. What Brad needs to/should do is support pivot points for Groups, with the pivot of new groups defaulting to the global 0,0,0.
The reason pivot points aren't supported right now is because of the fundamental "mindset" Ultimate Unwrap takes with scenes. Instead of lots of separate objects (and logically each object would have it's own pivot point/local coordinates) scenes are understood as a polygon soup with various polygons grouped together. What Brad needs to/should do is support pivot points for Groups, with the pivot of new groups defaulting to the global 0,0,0.