So first of all , i have imported a static mesh i made from 3ds max.However i am having a problem. The select and translate object tool is not at the same place as the mesh itself. Take a look at this picture:
Any help is appreciated
So first of all , i have imported a static mesh i made from 3ds max.However i am having a problem. The select and translate object tool is not at the same place as the mesh itself. Take a look at this picture:
Any help is appreciated
Hi Slamyr,
Unreal Engine 4 currently does not support imported pivots for each mesh. For this reason, when you export your mesh from your modeling application you will need to center up the object with the world origin. This way when it’s imported into UE4 it will retain the same pivot you used in your modeling application.
This is something that is on the “To Do” list for the future, but hasn’t been added yet.
Thank you!
Tim
Thanks for the answer ! But my question now is where and how do you center up the object with the world origin?
You have to do this in your modeling application.
Without seeing what your world grid is like in max (hit g to show grid) and without the translation position for the XYZ showing at the bottom the image you have here is not indicative of the meshes position in 3d space.
With this in mind, you’ll want to center up the object to the 0,0,0 world origin in order for this to use the local pivot you want, otherwise it will continue to be offset like this.
No problem. A lot of people who have started in Unity or other engines that did this automatically, it can be confusing. It’s all part of the learning process and there is a feature request in for this that I hope one day gets implemented so that this doesn’t have to be a worry for anyone.
Glad you’ve got it sorted now.
Oh ok man i feel stupid thanks a lot for the help mate keep it up