Hello ,
There’s another solution depending on what your asset is needed for. Are you able to break up your mesh into smaller components in your 3d editing software? If so export all of those smaller components sharing the same origin and reimport them into UE4. Once all the smaller components are in you can create an actor blueprint and piece the asset back together under it’s component window. One caution, if you need physics on this asset you may run into trouble. That’s a whole other topic.
Let me know if this works or if you have any other questions.
By the way, what asset do you have that is that large?