Adjust pivot point within Actor Blueprint

Hello!
I imported an FBX file that has multiple parts and in the content browser it is in multiple uassets. Unfortunately adding it into the world, the pivot point is far below where the object/static mesh actually is.
Now I am already aware that I can drag it into world>move pivot via Alt+Middle Mouse>right click object>Set as Pivot Offset. However, I plan to spawn this object multiple times at runtime so when the spawning happens the original(and wrong) pivot point is used as the anchor position.

To solve this I attempted to add all the static meshes into an actor blueprint, afterwhich I am unable to change the pivot point using the same method so far.
Any ideas how I could go about this?

Imported from single .fbx file:

Original pivot:

Pivot change in world:

Unable to move pivot in actor BP :frowning: :

Hey @laylayover

I don’t know about this, but I think the best way is by fixing the pivot point of your mesh itself from 3d modelling apps like blender.

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You can’t change the mesh pivot in the BP, but you can put it lower, and that has the same effect :slight_smile:

Oh you’re right, it does have the same effect. Not elegant but it works haha thanks!

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