Statich mesh placement

I noticed that all the tutorials out there puts the mesh off center, so that it’s just one corner as the origin instead of being 0 on the zed axis and centered. But which corner is it and why is it so important to have it at x and y? Should it be +x and +y or -x and -y or what? I’m building most of my content in Blender, because that 3d cursor is just that magical. Plus I’ve been a blender head for years, I only got maya for the clothing/hair collision and haven’t really got down to learning it beyond watching a crash course video. Anyhow, I was thinking of building things my way then shifting it in the correct place, once I make sure everything is correct. This would make it very easy to do symmetrical, and I wont have to use an empty to tell it where to put the symmetric line at.

Long story short, where does the object have to be on export and why?

When you export to UE4 the pivot point of the object will not be where the pivot point is in your 3D program, it will be at 0,0,0 in the 3D program. So if you want to have the pivot of your object in the center of it, then you need to move it so that 0,0,0 is in the center before you export.
Really all it means is that before exporting your objects, set their positions to 0,0,0
You can reposition the pivot in UE4 but it’s best to have it set up the way you want to in the first place.
Where you put it doesn’t matter as long as in a position where it’s easy for you to set the position the way you want to.

ok, so it’s like second life. you can have the object way out in Timbuktu yet it will always be on the floor and the origin point x-0 and y-0 On things like fences and rails I place a tiny upturned face at z-0 so it will match up with say a matching post.

You don’t need to place anything else, it’s just that if you have an object far away from the origin then when you import to UE4 the pivot will be at the origin instead of where you had it on the object, so just move the objects to 0,0,0 before exporting

but what about on the floor? at 0-z? wont , say a computer console interset with the floor that you place it on? or does UE4 take that into account and put the console on top of the floor?

If you have the pivot in the center of the object and you place it at 0,0,0 then yeah it’d go through the floor, so all you have to do is move it up or have your pivot so that it’s not in the center of the object but rather at the bottom of the object.
All you need to know is that if the pivot on your object is already where you want it to be (whether it’s on the bottom of the object or the center or whatever) move the object to 0,0,0 and the pivot will be in the correct place when you import to UE4.

Pivot Issue

I love the engine only the one thing which I really hate is the import to unreal and I am not sure why technically they cannot make the pivot in the center of the object and the unless you to located in the other softer to 0 0 0 . all others 3d software you can export and import your model to any location without transfer the pivot to 0 0 0 . so bad. why every month you are doing an upgrade for unreal and you are not noticing this annoying thing?