Question about foliage instanced actor and its origin (pivot point)

HI,

I am using the foliage tool to generate some foliage that uses a custom HISM component.

I have noticed that after painting the foliage, it generates an Actor in the scene that has the following inheritance chain:

InstancedFoliageActor (Actor)
-SceneComponent (Root which is part of the class and can only be modified in C++)
–CustomHSIMComponent (custom component that the foliage was spawned with)

For some reason, the pivot point of the actor is at the World 0,0,0 no matter where I paint the foliage at. I guess this has something to do with the SceneComponent.

Is there a way to bring the pivot point to a more reasonable place like the location at which the instances are painted?

Does the pivot point being at 0,0,0 affect in anything (culling, level streaming, custom per instance data, etc.)?