I’m having the same problem and can’t find a way to actually correct the pivot of the skeletal mesh. I tried reimporting it in different ways and it’s always incorrect, I tried fixing it manually and it just resets.
I fixed it by manually fixing exporting as FBX from Unreal into Blender 3D, but then the materials got messed up. Still, the pivot did get fixed so it might help with something.
Hey. Well thats a start. Not importing back the textures is not an issue because you can simply reapply the materials from the initial import.
How did you fix it through Blender ?
Ironically this asset originated from Blender. The asset basically had a complilation of characters in it, so I deleted all of the other characters leaving just 1. Then exported to FBX file. Problam is that the transform widget is off center simply because of the way the project was created and saved.
As far as I’ve experienced it, these instructions seem correct. Are you sure you selected the correct pivot tool? in modelling mode? The new pivot does not apply to the asset you edited but the source in the content drawer, drag another one into the scene and delete the original from the scene, it should have saved at that point