Ah, okay I understand what you’re asking now. There is no snap pivot to origin button or anything like that in UE4… yet :rolleyes:
I’m not sure about 3DS but with Blender, the pivot point means a whole lot of nothing! Hahaha Unreal uses the world origin as the pivot point. So whatever your 0, 0, 0 is in 3DS or Blender, that’s what the pivot point will be in Unreal.
Here’s an example of how the axes / pivot translates into Unreal - no other settings were changed on the export from Blender to Unreal since no other settings really matter when it comes to pivot / forward / right / up vector of the mesh.
From Blender to Unreal:
Blender **Positive **X = UE4 **Positive **X (Forward Vector)
Blender **Negative **Y = UE4 **Positive **Y (Right Vector)
Blender **Positive **Z = UE4 **Positive **Z (Up Vector)
If you export it like that, your object will line up perfectly with UE4’s world space Does that make sense? Hopefully it helps.