To anyone actually needing a fix… in an actor bp… have a scene component as root for the static mesh/s you want a different pivot for… (not the default a new one) to clarify… don’t delete the default scene root… add a new scene component… put it in any location you want… then add your static mesh… as a child of this new scene root… then rotate it and move the scene component as you wish and it will pivot the mesh… reminded this is in the viewport of an actor bp…
Isn’t this something that should be done in the modelling package rather than in the editor? That’s unless you *must *adjust the pivot dynamically run-time. Why would you unnecessarily make the objects’ hierarchy more complex? Or am I missing something here?
This is an interesting discussion and it helped me a lot. I’ve now set a keystroke of '‘Ctrl+Alt+P’ to ‘Set Pivot Offset Here’ and now I can just click the mesh, hit the keys and I’m ready to translate instantly.
Guys, I have the ultimate solution:
Move the object with the wrongly placed pivot at 0,0,0 - so that the desired pivot position is at exactly 0,0,0. Go Window/Developer Tools/Merge Actors. Select the merged settings to be as less invasive as possible(or whatever works for you) and don’t forget to check “Pivot point at zero”. This works even if your asset is already merged (one single static mesh, etc). It will create another asset with a new pivot. Just tested in 4.25.3 works as a charm. Let me know if it does the magic for you as well! :*
It is an old threat, but I got it.
Right click Actor
Select > Pivot > Set Pivot Offset Here
Then
Right click Actor
Select > Pivot > Set Pivot as Offset
That should save the Translation Widget to the Actor.
I demo a couple of ways to do it permanently directly in UE or within Blender within this series;
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