Pivot point of imported static mesh

Thanks for answer!

The moment with Transform Vertex was a good advice, but i was solved my problem by another way.

In my particular case, the problem was in imported static mesh to 3ds max from SketchUP. Seems to me, this program can’t be used for higt quality export to .fbx format because of missing pivot point management.

So, when i used meshes are that was designed in 3ds max and then exported to the UE4, all pivot points are created right there where i need.

The setting that i used to import in UE4 placed on screen.