>>41216751>Does Blender have a way to assign different materials onto a single mesh?Yes, it does.
In Edit mode, you select the faces you want, then in the material tab you hit "assign" to assign the materials to the selected faces. Of course you have to make a new material to do this.
The only issue is, in Blender at least (and I assume this is true in other 3D modeling software, but I have not used other 3D modeling software) the texcoords of those verts are going to remain the same unless you split the mesh. It seems, and I can't say for certain, like the game is using separate and more complex code-driven shader instructions for the facial features components because it's using flipbook tiling (i.e. use UV coords XY for an open eye, then switch to UV coords AB for a closed eye, cycling these values for blink animations) and I wouldn't even know how to begin to approach doing that in Blender.
I could tell you how in UE4's material network, though.
If I had to guess, and I stress again that it's a guess, the eye portions of the mesh are indeed "split" at the game level and have their own materials assigned to them, which are much more complex than a simple texture mapping, and may in fact have a mapping projection not defined by UV coords.