The easiest solution is one folks may not have thought of:
- Make a new actor.
- Add the mesh you want as the only component.
- Keep the default scene component.
- Move the mesh in the actor to where you want the pivot to be.
- Put it in the world.
- Right click in the World Outliner tab.
- Hit convert actor to static mesh.
- List item
Bam. Done. Whole process only takes a few minutes.
The method suggested above only changes the pivot for that specific mesh within the world, it doesn’t actually change the base mesh.