I read around on the internet and if it is to be believed, then my request is not possible. However, all the posts I found were for really old versions of the editor… so maybe stuff has changed. When trying to use some static meshes, the pivot point is far, far away and therefore makes it really awkward to place and use the mesh. Using the middle mouse combo it works temporarily, but is there a way to make it permanent?
Currently the only way to permanently fix this for the mesh is to fix the mesh in a modeling program by placing the mesh and pivot at the World Origin (0,0,0).
that sounds like it could work! altho i dont really know blueprints that well… can you point me in the right direction? how would you go about setting that up?
create an actor bp (right click in your content browser - blueprint - actor bp)
in your actor bp add a static mesh component and choose your mesh
now add an actor like an “arrow component” and choose it as the “root” object -> just drag and drop it on the root scene component (depening on where the pivot should be, you dont have to do that)
now move the mesh so that the pivot is at the right position
But it’s better to change it in your 3d program -> then you dont have to create blueprints