FBX import and material instances

After reading documentation and series of different tests I realize that current FBX pipeline in some way is the same as in Unity but not suitable for UE4. In Unity each material was a link to shader and textures but in UE4 each material is a unique shader. In case if we develop a highly optimised product for mobile platform we need to have as less materials as possible having each mesh to use a material instance instead of unique material. Is it right? If so then we need a way during the material generation to generate instances of some optimised material with links to textures instead of generating a tons of unique materials. In Unity there was an AssetPostprocessor class that was able to handle such things. Please point me to some solution how to develop such pipeline in UE4. Thank you!