Thanks guys. I will implement all of this.
To BCETracks: using your info, I was able to reduce an 80kb fbx model down to less than 20kb.
I am going to make a few more meshes that are a bit bigger but still common enough to use several times in one level. That seems to be the general consensus here.
But that reminds me of something else… In previous games I have made, using other software, I had all the game info in external folders. The executable was actually quite small. If in game the player went to a new level, I had a routine that saved everything from that current level to external folders for later reference (in the event the level was revisited) and then deleted all the meshes and materials, etc , out of RAM and retrieved info for the next level again from files.
If I have multiple levels in UE, are they stored in such a way as to free up memory from meshes/materials/etc as the gameplay is directed from one level to another, or is the whole game with all of its levels and objects in memory all at once? That latter case would seem pretty stupid, but I am trying to get an idea about some basic mechanics of UE before I waste a lot of time making lots of levels that will cause a low frame rate.
Again, thanks to all of you. You guys are great.