Why my mesh will NOT move or rotate with pivot or gyzmo and import on 90degree off angle?

Hello
I have been on this the entire day in UE5.4. As I can’t import my entire model from SketchUP19
I have saved many of my groups into FBX and wanted to import one after the other.
I wanted to start as a 1st person template.
So I in the beginning I managed to put both meshes onto the screen .
but UE simply would NOT allow me to move it into position. Nothing worked not the gyzmo not the pivot.
I followed this (yes seems ONLY totorial of a really weird type, pivot in sky who needs that? I want it snapped to the cube he shows it with! My guess he doesn’t know himself?
So to cut to the chase I united the two in SU and re-imported which showed up, but VERTICAL?
I still can’t find out my original has definitely never been in that position and imported horizontally before.
So I thought maybe it’s the 1st person game mode?
Restarted in an empty template and still can only load it vertically and again the gyzmo and pivot
will NOT let me do my thing?
I don’t know must I switch to 5.2 is 5.4 still with many issues.
Also it showed me that some parts of my file didn’t save because of a file name issue?
What are the limitation with file names. When one has a file totaling 2GB obviously naming groups etc
become a mind playing game.
What is it the UE can not process in terms of names and numbers
I found it also very bizarre I can’t number my attempts in Project names like 01_filename dot fbx


Why cant UE not handle such basic things as names and numbers?
I don’t know C++ etc so I only can rely on the never ending maze of buttons and don’t know
which one makes these things NO work and import wrongly.
ALSO why cant UE remember my preferred FONT side setting?
Its NOT fun to have to go through this every time I restart to find the widget reflector etc
ctrl>shift> etc… https://www.youtube.com/watch?v=ky8QxV8nxIcto find the
Also found this video about the pivot and gyzmo but still it did not resolve the issue as the maker himself did not make any cube (or cloud that is) rotate or move with the pivot or gyzmo
https://www.youtube.com/watch?v=kmf8GU61Dgc
But I must give it to him at least he did reply to my frustrated query on his youtube channel. So what ever have to give him a big Kudos for that!

fbx format can be a mess if you don’t have the correct settings when exporting from your app and importing to unreal.

start with finding some tutorials on how to export from sketchup to unreal

Not familiar with sketchup, though i would recommend export to FBX, import into blender, then export from there if it is not working properly. Don’t like the orientation? Change some values in the FBX export options and try again - usually X forward Z up.

If you are having problems with the Objects center point - where the gizmos usually work from or show up, this too you can change in Blender. [Shift S] for some cursor ooptions, and RMB > Origin will serve you well.

You should usually ‘Apply Transformations’ [CTRL A] All, to zero everything out and set the scale at 1.

I have no idea why you are watching a video on scaling the application, I can tell you, scaling the application WILL have unforeseen effects, such as changing zoom on the camera during PIE fullscreen. And you can find that setting in Editor Preferences.

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Hello
Thank you for taking the time and sorry for my late reply. I have been fully invested in my project and
as per other posts I can happily claim I have imported from SketchUP to Twinmotion as fbx and then into UE5.4 with Datasmith and have my entire model now in UE5.4
Now I have a new frustration I can’t walk around in it …
I posted pictures of the situation and details if you care to give it a look. Learning and learning everyday while life goes on.
Thank you very much again for taking your precious time.
From a “solo” 55+ game builder dreaming of success :slight_smile:
Regards


Make sure collisions are enabled for meshes and ground plane. Next place player start on ground mesh or you can place character/pawn and sure it was auto possessed as player 0 under details panel.

This will help for more debug visualizations