Feature Request - Local and World Gizmo Alignment (SOLVED)


Toggling between the Local and World aligned gizmo does not currently change anything. It essentially just flips which side the handles are on. As seen in the image above.
Local does NOT align with the mesh’s origin point angle.

A great example for this can be found in Blender. When toggling between World and Local the gizmo handles align with either the world grid or the mesh’s origin point angle.
This makes moving items into place and aligning multiple meshes MUCH MUCH MUCH easier.

Just tested and this feature seems to be functioning fine in UE5. To me as an artist it feels like a necessary feature to speed up production. I spend so much time fiddling with pulling my mesh one way slightly, then back the other way with the opposing gizmo handle without local alignment as an option. Having this setting would shave off hours of total work flow time!


The gizmo is reacting to local vs world, you can tell because the green axis is pointing in a different direction. It’s possible you have imported or created a mesh that is off-axis in local coordinate space…

It’s a bit hard to tell what is going on because there is no visible geometry - is it a plane and you are looking through the back side? You could try opening the Static Mesh Editor and see if the geometry is aligned w/ the grid in the Asset Editor viewport.

If the mesh is not aligned w/ the coordinate axes in local space, that would explain this behavior. You can change it’s alignment in local space using the Edit Pivot tool in Modeling Mode.

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This was indeed an issue with the static mesh being rotated at the import level.
After checking the mesh editor I saw that the mesh was about 20-30 degrees off grid.

Rotated the pivot point in modeling mode and it seems to have fixed the issue! Thanks @rmsEG


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