@DamirH - No worries, didn’t think you were bashing
The mesh pivots are retained during the building phase of the fbx import…each vertex gets offset so that once it is done building the mesh the pivot is in the correct place. The struct is just for mesh positioning and parenting in the blueprint.
So if you open one of the mesh pieces in it’s static mesh editor, the pivot would be in the correct place on the mesh but it would be at 0,0,0…hope that makes sense lol.