Show the normal map, the material in unreal and the texture compression settings on the normal map from inside Unreal. Could be just an inverted Y channel though.
Adjusted the material a little bit, as well as the diffuse and normal maps. Attempted to get rid of that plastic-y sheen. Let me know if this is working better.
select your asset in UDK and press F4. This will open the properties window -- you should be able to find the X, Y and Z position of your object there.
Y>Z conversions are done automatically on import, don't bother with that. Especially since a lot of stuff in Maya doesn't work correctly with an altered orientation anyway.