A ProceduralMeshComponent has no pivotpoint/origin? to make itself rotate around a point?
My ProceduralMeshComponents took the (0,0,0) as location even though they are placed totally different in the world.
Also when I try to attach them to an actor parent, to then rotate the parent, I can’t get the ProceduralMeshComponents location in any way… GetWorldLocation returns (0,0,0), the actor location returns (0,0,0), Setting the relative location of the ProceduralMeshComponent to (0,0,0) has no effect.
So how can I rotate my ProceduralMeshComponent around a given point? (blueprint or c++), I don’t have the actual thing to give it a pivot in the viewport.