Has Unreal Engine 5 something simular to an Empty in Blender?

Hi,

normaly I use Blender for creating 3D work.
In Blender is a option which is called “Empty”.
It can be used to connect Meshes with it and rotate it on the axis from the “Empty”, which means I can rotate the Meshes how ever I want on every point of the Mesh I want.
Has “Unreal Engine 5” something simular to the “Empty” in Blender?

Kind Regards

No. Unreal doesn’t have an empty actor out of the box but you can create one if you need it that badly.

Other than that, you can group a bunch of actors, you can merge them in a single actor or if you select multiple actors you can rotate them around the first one you select (i usually create a point light and then delete it).

1 Like

Hey there @Producer1980! Dz is correct, there is no true “empty”, though you can however create a group of the actors you’re trying to rotate around with ctrl + g then adjust the pivot point of that group with alt + middle mouse on the transform gizmo in editor.

Hello,

@ dzho and supportiveentity.
Thaks I will give the both a try later.

It does not work.

In the sceen is a slim cube. I changed the pivot of the cube with “midle mouse” and “Alt”, and set it as new pivot with rightclick and selected the first option.

When I try to rotate the Cube with pressing “E” and the rotation function which is shown on top in the editor window it works. But not with the settings on the right side.

Does anyone knows why?

Moving the pivot point offset temporarily doesn’t modify it on the mesh, it just allows you to rotate it around the Gizmo, but isn’t useful for addressing rotations based on the object’s actual pivot. If you want to change the pivot permanently you can set this in the modeling toolkit:

Note: this changes the pivot of the actual mesh, so it will permanently transform from the location you set it.

HI,

thanks, I will give it a try, later.
Do I have to change some config in Blender to get the right pivot when I export the file?
I set it up like I want to have it but in unreal the pivot is alleays somewhere else.

If you had adjusted your pivot in Blender by setting Object > Set Origin to where you choose with the 3D cursor, it should reflect appropriately in Unreal. If not, it could be that the transforms weren’t saved correctly. You may need to use Ctrl + A then Apply All Transforms, this will default and transform data to where it is now.

If you do the Unreal pivot modification route, you don’t have to adjust anything else unless you have to reimport, but it’s usually recommended to have the pivot established before getting to the engine portion of the pipeline.

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