Hello! How can I keep my pivot point at the center of the object when I export it from blender 4.2 to Unreal Engine 5.6? I see the way, where you should move the object in blender to world origin, but it’s not suitable for me because I have a large scene with many objects. So it’ll be difficult to set every object’s pivot point to world origin. I’ve also tried another way: create an empty object in blender, place it to world origin and parent your object to empty. But it looks like empty object is not seen with Unreal Editor. So, that way doesn’t work either.
Here’s my viewport:
Export settings in blender:
Import settings in Unreal:
The simplest method is to set each section’s pivot to the world origin and UE will keep that transform. Naturally you will want to apply transforms before exporting to .fbx or whatever you use. See my example below:
Note: My transforms have already been applied so I don’t need the export to do so.
I import with the settings unchanged (default settings).
You can change your pivot manually in Blender, if needed:
Or you can change your pivot manually in UE, if preferred:
(4) How To Change The Pivot Point Of Any Mesh (Unreal Engine 5 Tutorial ) - YouTube
So, it’s unnecessary to move all objects to world origin? Should I set pivot point only to world origin?
Yes, setting them all to world origin in Blender is unnecessary; however, UE will not necessarily place it where you want it, so you’d have to use the youtube tutorial linked above to manually change it, as needed.