Can I reset the local origin of static meshes within an actor (to change its bounding box)?

Hi @jdh25501,

I actually can’t replicate your issue. I tried a test where I imported a new mesh with an offset pivot, and it was still able to correctly detect the bounds.

I’m wondering if something is up with your meshes. Are they all parented under the same actor/blueprint? On further research, bounding boxes are automatically calculated, so it’s not anything to do with object import. I would check your object collisions and make sure they’re accurate, and check for any geometry at the origin within the same mesh.

Let me know what you come up with!