Exporting Brush Actors Results in Arbitrary Pivot


Whenever I select a group of brush actors and import into a 3D package, the pivot is assigned to an arbitrary location and doesn’t match the absolute world coordinates of the brush’s locations in the editor.

When I do the same with mesh actors, the pivot comes in at the origin and all the locations of the actors match up to their world coordinate locations in UE4.

Is this disparity a bug or is there an option somewhere that fixes this?

Thanks in advance.