FBX Import - How to keep the original Pivot Point?

FBX Import - How to keep the original Pivot Points when importing to UE5?

Thanks a lot!

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Hi,
When importing the pivot points of objects are at world 0,0,0.
So before exporting your objects to unreal make sure the object itself is located at world origin with its pivot point.

^ Ooor, through the Datasmith plugin.

What if it’s an object with rotating and moving parts. Wouldn’t that mean that all rotating parts would rotate around 0,0,0 instead of their own axis?

Unless you’re using Blender which doesn’t work with Datasmith.

One option is to export from Blender as glTF and then import using Datasmith.

well, Datasmith is currently not working with Lumen.

Datasmith Plugin is currently not working with Lumen.

Tutorial spanish

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