Not all material slots importing with FBX

This may have to do with a limitation in Unreal Engine. I have a mesh in Bender with 1024 material slots (32 by 32 grid). It works very nicely in Blender. However, when it is imported into Unreal, it creates all the 1024 textures but the mesh only has 33 material slots. One for each grid space in the top row and one for all other grid spaces. If this cannot be worked around or solved, how can I make a pixel editor in Unreal Engine?

Nvm. I managed to solve the problem by importing the mesh in 32 chunks and using convert actors to static mesh.