So we have found various problems trying to get our rigged character into UDK from Maya 2012. It seems that Maya 2012 has general great difficulties in managing to export an FBX holding a rigged character. The problem arises when the file is saved in Maya 2012 before exporting, at any stage of rig and the skinning process.
Taking the plain geometry data out as an OBJ and bringing it into a fresh file in Maya 2011, then rebinding the rig seems to fix the issue; the character now fully works in UDK without problems other than those to be expected of un-weighted geometry. This will all need to be done again as soon a possible to meet our end of February target to have the character fully done.