How to permanently change the pivot of a static mesh?

it is a long time, now there are re-import menu to change import Translation

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Videoā€¦ Canā€™t you just SHARE THE METHOD? When changing a pivot requires a video it is time to reconsider oneā€™s life and workā€¦

So basically problem not solved. The only way is to use the annoying middle mouse and alt and the hope that before right click it wonā€™t select another mesh. Managed to snap it for 3rd try every time, so better to take care of pivot during modelling as this feature is not really supported by Unreal.

Yep /\ will save you lots of time :slight_smile:

rtvrk,

Thank you, this was a very easy way to ā€œre-co-ordinateā€ my meshes, without having to open Z brush and re export.

It is appreciated.

Paul

I confirmed this works with landscapes as well, thanks for the clear and simple instructions!

I donā€™t think you can set pivot offset inside blueprint.

Working in UE5 (and not wanting to install plug-ins that may or may not support it yet) I just placed my problematic asset into a blueprint empty actor and changed its position from there. Not he perfect solution but it worked.

Offsetting the pivot, as suggested by others in this thread, makes editing in viewport easier but if you want to, say, rotate the static mesh using blueprint scripting this wonā€™t help. The Blueprint system seems to simply ignore the offset pivot.

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Enable the new modeling tools within Unreal and simply select a mesh and set transform pivot point to the center or other option.

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Thank you scottunreal!
I didnā€™t know that tool existed in the Modelling Editing Mode. That worked like a charm and works with blueprint scripts as well. Thumbs up!

To anyone who wants to get the full answer in one place (Iā€™m using UE5):

  1. Go to Edit ā†’ Plugins and search for Modelling Tools Editor Mode
  2. activate Modelling Tools Editor Mode and restart Unreal.
  3. A new icon appears in your top toolbar, it looks like this: (in blue)

  1. Scroll down the new tray that folds out and look for Pivot under Transform. (make sure you have an object selected otherwise its all greyed out)

Pivot

  1. Use the gizmo to edit the objects pivot to your hearts content. Remember to press Accept when done.

I donā€™t know how this forum works or if my images uploads well enough. Apologies if they donā€™t.
Happy Unrealing!

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Thanks for this information!
I was wondering if you could develop a little bit because Iā€™m wondering how to sync this new pivot with the different LODs of my mesh. Say I imported my LOD0, manually edited the pivot using the modeling tools like you said, and manually added all my LOD levels in the asset editor. How to make it so that the new pivot is the same for all the LODsā€™
Because currently, my foliage teleports when the camera moves away (because of the transformation offset).

Hello Alzen_3D!
Sorry not sure about that one. In my head that would be something to take care of in a digital content creation software such as Blender, but the process is very much the same I guess; youā€™ll still need to move the pivot of each individual mesh.

I hope someone else can suggest a more automatic solution.
Good luck!
-P-

Hey there!
So right after that question I actually made a separate post in which an official dev shared his little script to do just that!
Here it is: How to sync LODs pivot using Modeling Tools? - #6 by Aizen_3D

Iā€™m sure this could be of use to many people.

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Sweet!

Thank you Bishop, this has been hounding me for days!

Nice answer, that was the first that worked for me after hours of searching!!
Thanks!

ty ty mate, it worked!

Hereā€™s the ā€œEdit Pivotā€ option under ā€œModeling Modeā€ > ā€œXFormā€ in UE5.3:

Screenshot 2023-12-31 233850

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I found a solution, completely for free with few clicks, no Plugins or Addons needed:

  1. Place the Mesh somewhere in your world
  2. RightClick on your Mesh where you want to set the pivot and say ā€œSet Pivot Offset Hereā€
  3. Click on the newly set Pivot and say ā€œSet As Pivot Offsetā€
  4. Select the Mesh, go to the Details Tab, search for ā€œPivotā€ and copy those values
  5. Open the Mesh in the Content Browser
  6. Under Details you look for ā€œTransform - Import Translationā€ and paste those values there
  7. Now multiply every one of the values there by -1 (so 100 becomes -100 for example).
    You can simply add ā€œ*-1ā€ in after the values and hit Enter, for each value.
  8. Now ā€œReimport Base Meshā€ (top left corner) and save.
    Done :slight_smile:

You can now use ā€œReset Pivot Offsetā€ on already placed Meshes for them to use the new Pivot.

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This is the first google hit and hereā€™s a good way to do it:
Export mesh somewhere, open SM, search for transform, change the value, reimport from the new file the first time and reimport subsequently.