Importing pivots from to unreal engine

hi guys,
I created a blockout for my environment in and i want to import my scene in engine mesh by mesh, no in one mesh!
so for it i set my pivot of mesh to center of mesh note position of mesh in for example (4.059,2.41,-1.021) and move mesh to origin(0,0,0) and export it for unreal!and come back mesh to first position.

when i import it in engine and i should to set position in engine with change of Y,Z.(Z&Y positions in (XYZ) is reverse in unreal engine(XZY))

but position of my meshes is wrong!

i have this problem just with ,i try this method in maya and i think i have not no problem!

what should i do?

how can i to have custom pivot in engine with good position like in ?(do “In Engine Blockout”)

thanks

The pivot of the mesh is always at 0,0,0 So e.g when you want to have the pivot in the center of your mesh, you will have to move your mesh to 0,0,0

https://answers.unrealengine/questions/75611/how-to-import-mesh-with-the-pivot-point-at-the-sam.html

thanks,
you say right but my problem is not centering pivot problem.i want to have good position of mesh in scene!
becasue position of my meshes in is true and i want to them be same position in engine with custom pivot!
I Confused!!
I do not know how can i to solve my problem!because i have not any problem with maya,it is just with …!

As far as I can tell you can’t snap your pivot as you could in UDK.

Would be nice to have the same transform tools in 3ds but there is a work around that I use all the time when using world positioning.

If you want to move or scale an object relative to world positiong create a single box object.

Select the box and the item you want to transform and group them with CTLR-G

Your transform will now be centered to the two object and you can move or scale to taste.

Once done

With the object still selected Shift-G will ungroup the two objects and you can delete the box

Should work as well if you can link to the box, but I’ve yet to try it, as parent child and if so then you can use the box as a helper and do all of the above relative to the local transform of the box.

The coordinates of and UE4 actually match, you don’t swap Y and Z. In Z is up and in UE4 Z is also up. But with Maya I think by default Y is up.

Thank you ****
this method that you said is good but it is so Time-consuming!
i want to do this work correctly and with true standard!

Thank you Obihb
yes maybe,but i tested this method without swap Z and Y but i did not get good result!

i do not know how should i do :frowning:

Maybe then you have scaling issues?. Your mesh comes through 1:1 scale?.