Some key Unreal specific optimisations from last night's talk:
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Import settings generate data you may not use. Turn off... Collision geo. Adjacency buffer if you are never subdividing mesh in shader (hint, don't). Reverse index buffer if you are never inverting your mesh by scaling negatively.
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turn off generate shadow map UVS if... you are using dynamic lighting without baked shadow mapping. If you are have uvwrapped the mesh with no overlaps in 0-1 UV space, just reuse channel 0 uvs. Set this in the mesh (default 1- change to 0)
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Rather than subdivide your mesh using a shader, subdivide the mesh before importing. This is cheaper, but also lets you put the polys were you need them.
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The default unreal mannequin has 42,000 triangles, most of which are hidden and by default has no lods. Open the mesh asset and under LOD0 reduce it down to around 10-25 percent, hit apply and it appears approximately the same but is in the 4 to 8 k range.
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Always use material instances instead of materials (with node graphs) in your scene. Don't leave textures in your material graphs directly as they are always loadee when that shader is used, even if the instances don't use them. Instead plug in some small place holder maps
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Unreal can have 8 bone influences per vertex now instead of 4, but be careful as using 4 costs 4, but using 5 or more costs 8- it doubles your data. Set maya's max bone influence limits to 3 or 4. The default is 5, do it automatically costs you double.
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Using an alpha channel costs the same as all three RGB channels combined due to the compression settings. If you need more than 3 channels and have plenty of texture samples free use a second map you get to pack two extra maps in for free
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Conversely you can save a sampler and a fetch if you do use the alpha - it's just a balancing act (the generated HLSL will show the texture being sampled twice but the assembler will optimise it to 1) 
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