I wan to Change origin of cone generated using geometry script in which I am using Dynamic Generated Mesh Actor and I want to change cone origin from Base to Tip of cone ??

### Blueprint Approach

**Generate Cone Mesh**: Use Blueprint nodes to generate your cone.**Adjust Origin**: Use the`Set Relative Location`

node to move the mesh after generation. You will need to calculate the offset based on the height of the cone.

**Get the Cone Dimensions**: If you have access to the dimensions of the cone, you can use them to calculate the offset.**Apply the Offset**: Use the`Set Relative Location`

node to adjust the position so that the tip of the cone is at the desired origin.For example, if your cone’s height is known, you can create a vector offset and apply it to the cone’s location.

### C++ Approach

**Generate Cone Mesh**: Use the appropriate functions from`UGeometryScript`

to generate the cone mesh.**Adjust Origin**: After the cone is generated, you need to adjust its position. For a cone, this usually involves translating it by the height of the cone so that the tip is at the origin.Here is a rough example of how you might adjust the origin in C++:

```
UStaticMesh* ConeMesh = /* Your generated cone mesh */;
FVector ConeDimensions = /* Calculate or get the dimensions of the cone */;
FVector NewOriginOffset = FVector(0.0f, 0.0f, -ConeDimensions.Z / 2.0f);
// Assuming MeshComponent is your mesh component for the dynamic mesh
UStaticMeshComponent* MeshComponent = /* Your mesh component */;
MeshComponent->SetRelativeLocation(MeshComponent->GetRelativeLocation() + NewOriginOffset);
```

Ensure you replace `ConeDimensions.Z`

with the actual height of the cone.