I am having transform issues when working with an FBX containing a few thousand actors.
I used osm in Blender to get building locations for Tokyo as individual objects.
When I import it into unreal everything is laid out correctly but obviously each building is offset from 0 so that it’s in the correct place. I want to swap each building for static meshes but when i do it places the new building at the zero point, not at the actual location of the building.
Anyone know how to deal with this? i want to keep the location of each building but have that location be 0 for the mesh?