Rotating relatively

I want to rotate a leg.my rotation is from the center instead of the top of my leg.I already change my pivote.and set it at the top of my leg.but it is still the same!

Did you change the pivot in the program that exports the mesh to Unreal?

Anyway this seems like the hard way to do things. Why not just use a Skeletal Mesh?

yes I add pivot after I add my blueprint leg to the scene.

it is a static mesh from unreal!
but just a leg is mesh! and after that I make a mesh leg blueprint!

how can I biuld Scene component?

Did this mesh come from Unreal or from another program the exported it into Unreal?

In your pawn blueprint that has all these legs and stuff, Try Creating a Scene Component, then put the Leg inside it, then move the leg away from the scene component until it is touching it at the end, then put the scene component where you want the leg to attach.

Doing it this way you can add limbs to the pawn in the way you’re trying to do. Without the scene component parent, then the pivot will always be centered in the middle of the component shape, but with the scene component, you can rotate the scene component INSTEAD of the leg, and then it will move relative to the scene component’s center instead of the leg’s center.

But like I said this is a very hard way to create a character. It would be much easier for you to download Blender and watch a few tutorials on how to model, rig, and animate, then export it as a skeletal mesh to Unreal (there’s tutorials for that too).

without c++ code

When you create a new blueprint actor class (such as a pawn) then in its blueprint editor you can add components such as static meshes, scene comlonents etc by clicking the green Add Component button. You can parent components rotation and position to each other by dragging and dropping them in the component list so they appear indented under their parent.