It doesn't help. Thanks for the help and I hope I could help with the posted link as well. For now I will stick with fbx.
I have another question though it seams that Epic changed the fbx import in the september release by removing the explicit normals checkbox and replacing it with an import tangents option. Enabling this however doesn't stop UDK to weld the split edges back together.
I know this is a bit off topic, but have you met similar results with ase imports?