How to get imported mesh to use origin set in FBX instead of the world origin

Hello, I am importing a fbx from Blender where I have multiple objects in a grid.
I would like the origins of these imported mesh to be the origins that are set in Blender, and not the origin of the world.

After some googling I wasn’t able to find anything except for doing something that would change the scale to be like 1000x smaller.

Is the only option to move all the meshes in Blender to be at the world origin?

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You can try exporting from Blender as GLTF and then use Datasmith to import that into Unreal.

Hi. The origin will be where the mesh intersects the origin(0,0,0) in Blender, so the origin of the mesh is not count. The easiest way is to achive this is move all your mesh to the center. Shift+C(move the cursor to the center), A(select all), Shift+S->Selection to 3D cursor. Aftar that all your meshes along with their origin will jump to the 0,0,0. After you exported it you can redo this steps and all your mesh will go back in their original positions. I think this is the simpliest solution for this probleme. Sorry for my english.

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That seems so ugly, but the best way I have seen so far.
I wonder if it is possible to post-process the file on import to move the meshes to the world origin…?

Anyway, thanks for the suggestion!

I’ve got a plugin on the marketplace that allows you to change things like the origin on your files (Static Mesh):