If you go back to the Mesh Editor, there should a UV button, and if you click it, it will show you what your UVs look like for the channel that's selected. Compare the UVs to your texture map, and you'll probably find that Unreal have overwritten your texture UVs and you'll now have to go and remake the texture map.
This is basically what happened when I had to make a brain for a college project in UDK; I have to entirely redo the texture UVs and the lightmap UVs by hand because UDK had trouble with 3000 polys, and then I had to redo the texture map.
Thankfully Photoshop can actually import 3D models that have at least one UV channel, so you can basically paint on it like you could a sculpture in Mudbox or ZBrush.