I am modeling multiple things in one file at a time. This is because it is easier to make sure the pieces fit together nicely. Then, I export each piece as a separate FBX file when I’m done.
Here’s what it looks like in Blender:
However, after importing it, UE4 does not use the origin point which is in Blender. It does not even set the origin to the center of the vertices – instead it seams to always be located at 0,0,0.
This is becoming very problematic for me because it is impossible to move geometry with any accuracy after a point. The handle is at 0,0,0 and trying to place the object at 1000,0,0 somewhere is impossible. Is there any good solution to this problem? It would be a pain to have to reorient every mesh to 0,0,0 in Blender before exporting.
AFAIK there’s no way to change the pivot point inside unreal engine.
You can workaround this, though: create a blueprint, add a scene componenet, then add your static meshes. This should automatically move them to the right place.
Atm there is no way to do that -> the pivot will always be at 0,0,0
So before you export your meshes, always make sure that they are at 0,0,0
The only way to solve this is to use the “blueprint way” that btengelh suggested or just temporarily move the pivot (middle mouse button on the pivot + drag and drop)
Otherwise there are also plugins around that will export your objects + they will be at the same coordinates as in your 3d program -> as far as I know there is just something like this for
So, how exactly do you do this? I created an actor blueprint, I added a static mesh… But, I’m not able to add a Scene Component for some reason. That option does not come up.
Hey
this is your mesh that you created in external programs such as Blender or maya? Before export make you sure it’s selected as one object per file and check if position is correct. Any geometry objects should stand center of grid that you see in 3D space.
One other option is Pivot Offset, which is under Actor in the object’s (not component’s, unless that applies) details panel. If the pivot is currently in the object’s center, then set the XYZ values to 1/2 the scale, and make them negative. So, for a (250, 100, 20) scale mesh:
250 / 2 = 125
100 / 2 = 50
20 / 2 = 10
Set the Pivot Offset to (-125, -50, -10). It’s in local (object) space, so if the pivot offset was in the center, it’ll now be at (0, 0, 0) relative to the object. It doesn’t have to be at world origin for this to be correctly done.
You can bake a new pivot into a StaticMesh asset using the Edit Pivot Tool in the Modeling Tools Editor Mode Plugin (experimental in 4.26, but I think the Edit Pivot tool might also have been in 4.25). There is a video here introducing this mode: UE4.26 Modeling Mode Intro - YouTube
It’s not a convenient way to do but at least it worked in my case that needed a small fix:
From the Details panel, double click on static mesh to open, select the view to Top
Again from the Details panel change the Import Settings > Transform > Offset you need
And from the top toolbar select Reimport Base Mesh.