You can’t edit and save it in Unreal, but as KVogler suggested you can edit it in your modeling application.
It is worth mentioning here that as of 4.12 you no longer have to move the mesh to the world origin. You can disable the FBX Import Option for Transform Vertex to Absolute and this will retain the meshes Pivot placement from your modeling application. No need to center the pivot up to the World Origin to have it save there when importing.