Suppose I import a static mesh, add some additional brushes and/or geometry, select them all, and “convert actors to static mesh.”
The pivot created by that conversion isn’t generally aligned to the current world snap settings. This means that if I drag that created static mesh into the world, it cannot align up with (neighbors of) the objects that it replaced.
As far as I know (unless I’m mistaken) there isn’t a way to generate a snapped pivot using that particular tool since it placed the pivot point by finding a median distance between objects. Have you checked out the [Actor Merging tool][1]? By using that you can either set the pivot point to origin or to the first selected value (plus it’s more optimized).