How to set or retain pivot point on merged meshes and blueprints?

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.