I created a static mesh in UE4 by creating my desired object using BSP, then converted them to a static mesh actor. I’m wanting to rotate this mesh so that it spins in place without moving its location. The problem is that the pivot point is not centered but instead offset to one side, so when I rotate the mesh it doesn’t spin in place. I know how to permanently relocate in the scene with RMB>Pivot>Set As Pivot Offset, which I’ve already done. This doesn’t fix the problem though as it’s still offset on the mesh itself. If I double-click on the mesh to open it in the static mesh editor it’s still in the wrong spot, how do I fix this here?