FbxBuilder - Rebuilds FBX static mesh imports to retain original pivots!

Hi Damir :slight_smile: yeah, it sounds like a good long procedure but once you know it it is actually really quick to do. I can easily do all the steps in under a minute. It has been really helpful to me and just wanted to share. For example, I had a car that I wanted to import that had four wheels, four doors, a hood, and a trunk lid that all had their own pivots so they could spin/open. The only way I know of now to do that without the plugin is to start in Maya and move every wheel, door, and lid to the origin then import into UE4 so that they retain their pivots. Then in UE4 I would have to reposition all the pieces back into place by hand in a blueprint. For me at least the steps in the plugin are a ton faster than the alternative. :slight_smile: