Import mesh with transform

Hello Angel,

I got even more confused :sweat_smile: … let me rephrase my question,

I have this demo airplane, wings, flaps, etc. the local pivot of each model is placed as hinges. In this example, the flap’s pivot is oriented in a way that when the X-axis is rotated it rotates alongside the wing, I have done so to control the flaps by just editing the X-axis value.

Now when I import the FBX into Unreal, the pivot is sent back to the world origin (0,0,0) which will break my work as I can no longer just change the X-axis rotation to control the wing! the mesh itself is in the correct location and rotation, but the pivot is down center at (0,0,0)!

So my question: is there a method to import the mesh with the pivot not at (0,0,0) so I can keep the pivot transform? (model exported from Blender … note I’ve tried to import the file into Maya and the pivot is located and oriented as it should be)

I hope this clarifies my question!

Cheers,
Joe.