Try putting the whole mesh to 1 smoothing group (all soft) and import that in and see if you're vertex count changes. Basically for every hard edge the vertices are broken so you get 2 vertices while soft edge is one.
I went and crunched those polys down hoping to reduce the vertex limit...but it says it's now around 90K vertices with about 30k tris. Now I'm even more confused hah! Feel free to have a look: Spinner FBX The good news it that I fixed the UVs, they had a 2nd channel for no apparent reason and UDK didn't like the idea. So…
The screenshots show that you are over the VERTEX limit of 65K. This is not the number of vertices in Maya, it's after they've been split by UVs and normals. I've never bumped into that limit so I don't know if that could be the issue. Try importing the FBX into a clean Maya scene, and then exporting it again from there.…