I am combining several static meshes inside a blueprint and when I’m done adjusting them, changing some parts or materials etc, I want to merge it all into a single static mesh while retaining the pivot point of my blueprint or the first mesh that is inside of that blueprint. I thought that merge function worked well until later on I noticed that it picks random mesh inside the blueprint and uses its pivot point for a new merged mesh. I thought that maybe it can be resolved with naming(sorting by ABC or 123), but there is no logic- merging just picks a random one.
Is there a way to set the final pivot point or maybe change it later on, without having to export new static mesh and adjust it in external software?
@DanMatthew On merged meshes, easy, just get pivot tool
Really, it’s worth it, don’t fiddle around with that CTRL-ALT-middle mouse button stuff.
For BPs, more difficult. If it’s merged meshes in a BP, no problem. Again merge the meshes, fix the pivot and replace the mesh in the BP.
If you have multiple meshes in a BP and you want to move the pivot, no idea - tell me if you find out
One way to get around this would be to attach the mesh to a scene component inside the blueprint, and use it as a pivot.
Thanks for replies, but I think I found a solution that works for me without external plugins and keeps the pivot point at exact pin point location.
Solution:
When you want to merge your meshes or actors, move your main BP, that contains all the other ones, to 0.0.0 location by just going to Transform->Location->change all to 0. Then in merge window just check the box “Pivot point at zero”.
The first mesh you select will be the one used for the pivot when using the merge actors tool in unreal. I am speaking mostly for the ‘merge’ method here but might also work on the others too.
So if you only have a few meshes selecting each one by hand works, as long as the first mesh selected has the pivot point you want the merged version to have.
But when you have 100s or more meshes to select, using drag select makes more sense, you first select your pivot mesh, then you need to hold ‘alt, shift and ctrl’ to drag select. Do not use ‘alt+ctrl’ as this will unselect your pivot mesh before it drag selects all the other meshes.
Initial Positioning: Make sure each component is properly positioned in relation to the desired pivot point when merging meshes or making blueprints.
Select the root element that determines the pivot in the blueprint editor. Using translation or snapping tools, change its position as necessary.
Open the mesh editor in the 3D modeling software and change the pivot for merged meshes. Use the “Set Pivot Offset” function to adjust the pivot’s location in blueprints.
Hierarchy consideration: To maintain healthy relationships, make sure child components are correctly positioned in relation to the new pivot when merging meshes.
Testing and Validation: To ensure that the pivot functions as intended during transformations and interactions, thoroughly test the merged meshes or blueprints in the game engine.