Importing the meshes and textures to UDK is an easy enough process. So long as pieces that need to fit together were created at a fixed scale there should be no major issues, aside from making sure they're aligned properly on the grid.
The lighting is a little trickier. While experimenting with the primary light source I found it formed a similar shaft of light through as doorway as I'd expected, but the rest of the room didn't receive nearly as much ambient light as I'd predicted. There were two ways I considered to combat this; one was to add a second light, much dimmer than the first, that doesn't cast shadows. This would add a small amount of illumination inside, but at the cost of looking unnatural if not executed properly. The second was to add a second visible light source. I quickly modelled an oil lamp and placed the light source (complete with active shadows) on the spout along with a small flame emitter. After changing the colour of this light to an orangy glow it illuminated a part of the tomb quite clearly and had a logical source to solidify the effect.With some basic lighting set up to show me what sort of camera shots I might want to take, I went back to modelling the tomb's contents. The "door to the afterlife", seen at the back of the room, behind the light emitter labelled with a letter "S", has since been textured using a pair of photos from cgtextures.com of an authentic spiritual door. This is and will be the case with most objects in this room. Each is modelled after real artefacts I find through research and textured, if practical, from photos of said objects if they are royalty free (while these textures in particular aren't for any profitable use, I wish to refrain from relying on Google for quick textures, as that's obviously bad practise in any industry!)