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How to set or retain pivot point on merged meshes and blueprints?

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    How to set or retain pivot point on merged meshes and blueprints?

    I am combining several static meshes inside a blueprint and when I'm done adjusting them, changing some parts or materials etc, I want to merge it all into a single static mesh while retaining the pivot point of my blueprint or the first mesh that is inside of that blueprint. I thought that merge function worked well until later on I noticed that it picks random mesh inside the blueprint and uses its pivot point for a new merged mesh. I thought that maybe it can be resolved with naming(sorting by ABC or 123), but there is no logic- merging just picks a random one.
    Is there a way to set the final pivot point or maybe change it later on, without having to export new static mesh and adjust it in external software?

    #2
    DanMatthew On merged meshes, easy, just get pivot tool

    https://www.unrealengine.com/marketp...lug/pivot-tool

    Really, it's worth it, don't fiddle around with that CTRL-ALT-middle mouse button stuff.

    For BPs, more difficult. If it's merged meshes in a BP, no problem. Again merge the meshes, fix the pivot and replace the mesh in the BP.

    If you have multiple meshes in a BP and you want to move the pivot, no idea - tell me if you find out

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      #3
      One way to get around this would be to attach the mesh to a scene component inside the blueprint, and use it as a pivot.

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        #4
        Thanks for replies, but I think I found a solution that works for me without external plugins and keeps the pivot point at exact pin point location.
        Solution:
        When you want to merge your meshes or actors, move your main BP, that contains all the other ones, to 0.0.0 location by just going to Transform->Location->change all to 0. Then in merge window just check the box "Pivot point at zero".

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