Ah, okay I understand what you’re asking now. There is no snap pivot to origin button or anything like that in UE4… yet
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.