This a really anoying issue and cost a lot of time. We try to use Unreal as a simulation environment to visualize complex kinematic behaviour of the machines and plants we are building up in our company. So far we are using Unity coupled with the real PLCs and our logic simulation. Unity does not touch the pivot points so we can quite simple modify the pivots inside 3DS Max with high accuracy. This workflow also works for other Simulation environments we are using cause all of theses programs are never touching the pivot points.
Can you explain the necessity to put the pivot to the origin? I can’t image that someone is convinced this could be a useful feature of a production pipeline. This is rather a bugfix than a featurerequest.
btw
are there any news regarding the “feature” one year later?