Why is are the pivot points for my meshes now at the center of the object?

Up until now, every time I’ve imported my an fbx mesh from 3d max into UE4, the pivot point for the objects have been at the origin 0,0,0. Now for some reason whenever I import it, the pivot points for the objects is centered to the object. Has there been a change in the import settings?

You have to make sure when exporting the FBX file that the pivot points are adjusted correctly in 3D Max. I’m near positive that this issue has to do with 3D max and not unreal.