Move Pivot

Hi.

Is it possible to move a pivot of an object in Unreal and keep it in that position in the future? I’ve gone into the object and can show the pivot but not move it.

Thanks

Hi,

Short answer: Nope, not possible.

You need to edit the pivot in your 3D application. By default the apps world origin becomes the object pivot on export…

You can’t edit and save it in Unreal, but as KVogler suggested you can edit it in your modeling application.

It is worth mentioning here that as of 4.12 you no longer have to move the mesh to the world origin. You can disable the FBX Import Option for Transform Vertex to Absolute and this will retain the meshes Pivot placement from your modeling application. No need to center the pivot up to the World Origin to have it save there when importing.

I think it used to be possible, ie click middle mouse+alt to move the pivot and then right click, and select pivot -> xxx (I cant remember the details). But it doesnt seem to be ‘clean’ - but I reckon it is useful feature.

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Just to clarify this, does this mean that if your mesh is at 1000, 2000 in 3DS Max, when you export it, and place it in scene at 0,0, it will actually be at 0,0 or will it be at 1000,2000 but with pivot at the correct location?

If we have an example scene in any modeling application setup like this.

  • Mesh at any distance from 0,0,0 (world origin)

Transform Vertex to Absolute ENABLED (default): Mesh will be offset by this much from the pivot. Meshes must be moved to 0,0,0 to retain their pivot location set in the modeling application.
Transform Vertex to Absolute DISABLED: The mesh will use the pivot that was used by default in the modeling application or specifically offset. Meshes do not have to be centered to the world origin to retain their pivot placement.

Cool, cheers for the that. Gonna make it more easier to export when you have several assets in a scene instead of separate files.

So this tutorial is out of date? UE4 Tutorial: Change Pivot Point on BSP or Static Mesh - YouTube
Why would such an important basic feature like this be removed?

Update: Actually it looks like it does still work, just apparently not on imported landscapes, or the “LandscapeStreamingProxy,” which seems to have pretty much zero documentation for some reason. Anyone know what that’s all about, or why it can’t be transformed without basically ruining it?