Exporting from UE4 to 3DS Max and back

When I export an object from UE4 to 3DS Max, the pivot point isn’t where the object is. This is easily fixable by clicking the “Align Pivot to Object” button. But the problems persists when I import the object back to UE4, then the pivot is still off. There is no way to align the pivot to the object in UE4. How can align the pivot or overall fix the problem when exporting from UE4 to 3DS Max and back.

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Is there a way to move the transform gizmo to the object?

It looks like Max works the same was as Modo does.

The Pivot point is going to be world origin (0,0,0) when you export. Just move your mesh to where the world origin in Max is where you want the pivot to be in UE4 and export.

I see, thanks!

Yes the pivot point will be at 0,0,0
there are scripts on 3ds max scripts page to move stuff to 0,0,0 in a click of a button if you need it.
or you can just group your model where it stands, then move to 0 then ungroup it (if you have multiple objects to move, otherwise they all move ontop of each other at 0,0,0 :P)

This script is a lifesaver. If you have multiple objects in your max scene, it will 0,0,0 them out, export, then put them back into place. It also does auto UV’ing (for lightmaps), attaches your collision and few other things. I highly recommend it.

Link is in the description.