The mesh itself was made in blender and is instantiated at runtime and no transformations are applied (other than the originals from blender), I don’t know how to explain this part better.
The thing is that I tried with Get Component Bounds but the results that I obtain are like so:
Don’t mind the little spheres, I put them to better visualize. I would expect to get the center coordinates of the mesh but as you can see for the same hexagonal mesh the coordinates vary.
Didn’t know I could do that and don’t know how to do it. After looking into it I saw that I can change the pivot in unreal but I have 2561 meshes and I would prefer not to do that manually, I’m guessing this needs to be done in blender (if you know how please let me know)? Also, after doing this, how do I retrieve the pivot of a static mesh in a blueprint?
Another option, if the mesh is going to be a component, is to put an empty scene component where you want the pivot to be, and just make the mesh a child component of that.
With the pivot at the center ( or required location ), getting that at runtime is easy, just use ‘get world location’
None of your solutions work. I can’t change the pivot of the mesh in blender because then I don’t know where the mesh is suposed to be and the same goes for making it the child of an empty scene, I don’t know the offset. What I have is a Goldberg polyhedron in blender which I separated in individual faces and exported as separated meshes. Then in unreal I just create static mesh components out of every face but I want them to retain the relative position they had otherwise I lose the plyhedron. I also can’t use sockets. Well, I can’t use any of the options without knowing where the meshes are positioned.
I’ve found a solution. To find the middle point was just as easy as calling the get component bounds of the static mesh component you want and the origin output of the node is your value. Since my scene is at 0,0,0 I didn’t need to take into account any transformation.
If you were wanting to center the pivot on the meshes all at once, and at the same time re-seat the meshes in your level to compensate, I have a plugin on the marketplace that can do that - rdMeshTools
It sounds like you’ve got it under control though.