Since updating to Unreal Engine 5.5.1, I’ve noticed that when selecting multiple instances in an Instanced Static Mesh Component, the pivot automatically moves to local (0,0,0) instead of staying relative to the selected instances.
This makes it difficult to manipulate multiple instances at once. In previous versions, the pivot stayed in a more expected position.
Is this a bug, or has something changed in how Unreal handles instanced meshes? Any workarounds or fixes?
Thanks in advance!