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How to permanently change the pivot of a static mesh?

Changing the pivot position with middle mouse clicking is momentarily ,is there a way to change it permanently ?

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asked Apr 02 '14 at 06:47 AM in Using UE4

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HoOz
362 24 29 46

avatar image krz9000 Apr 03 '16 at 01:25 PM

have there been improvements on this front? its kinda ridiculous that i cant manage a pivot in UE4.

avatar image MadMojo Apr 12 '16 at 12:45 PM

This should definitely have been addressed by now. Hopefully it will be very soon. :/

avatar image Davlin Apr 03 '17 at 10:17 AM

@ EPIC, you gotta add this little bit of code that will allow the non-game devs to permanently snap the pivot point to the center of an object in editor ! We can do it but only temporarely, so the workaround is a pain in the bottom. People are stuck on this for three years now. Pretty please ?

avatar image nrXic Aug 03 '17 at 08:15 PM

Davlin, have you tried the answer posted below, the one with the video? It shows how to do it permanently in the second half.

I had an issue where the handle for my camera was off in no-man's land, and I used it to set it right. I've closed the map and opened it up again just to confirm that it was permanent, it looks like it is!

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10 answers: sort voted first

here nice solution https://www.youtube.com/watch?v=N1h5mMviSKs

ALT + MiddleMouse to move the pivot, then Right-click the actor and choose Pivot > Set as Pivot Offset to save it.

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answered Jul 27 '16 at 10:44 AM

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A_Bishop
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avatar image triff Jan 11 '18 at 05:57 PM

Awesome, thanks for this! I can now de-offset my brain.

avatar image RobMilliken Feb 10 '18 at 07:36 AM

Easier. Right click on actor (be careful where you right click as that part of the object will be 'center') and choose Pivot > Set Pivot Offset Here (you also have an option to do this in snapped). Then Pivot > Set as Pivot Offset to save it. This works in version 4.18+.

You might though find it better to not have the situation in the first place when importing. Per: https://answers.unrealengine.com/questions/75611/how-to-import-mesh-with-the-pivot-point-at-the-sam.html - Artemcg comment/picture on Transform Vertex to Absolute, keeping that unchecked puts the pivot point in the proper place for the imports I've done.

avatar image SouthBot Feb 10 '18 at 05:08 PM

I tried this with 4.18. It does not save the pivot. If I select a second object then select the first one the pivot is back at its original position. = Not working.

avatar image RobMilliken Feb 11 '18 at 06:08 AM

@SouthBot I'll admit, that is odd. I tried again. I took a cube out and intentionally changed the pivot point with alt middle mouse. I then put my mouse over the object (the cube) and right clicked, Selected Pivot | Set as Pivot Offset. I left clicked on another unrelated object then to my cube again and the pivot point was in the place I had moved it to - it appeared to have saved it.

If you try again and it doesn't help, I'll try to find some time to make a short video to see if we're missing something. I find I rarely have to do this with imports anymore as my second paragraph shows, you can get the pivot point in the center if you import properly with the Transform Vertex to Absolute unchecked (I am not sure why it isn't that way by default - and not sure what checking it does other than mess up the pivot point).

avatar image SouthBot Feb 14 '18 at 04:03 PM

The problem is that I am importing a model which is a kit that has many buildings in it. Once imported you can select which building you wish to use. So the origin is in the middle of all the buildings. Each single building is still using the origin as it was imported.

avatar image HitEmUp May 08 '18 at 09:26 PM

Yes, it do not work for me as well. Just for the Mesh in scene, but new (drop from browser into scene) don't work.

avatar image Gondo the Boo Aug 31 '18 at 06:14 AM

@SouthBot @HitEmUp

When dragging in new Static Meshes, if you want to have a permanent saved Pivot, a workaround can be to create a Blueprint from the Object in the Scene.

-Follow the same steps as described above for an object of your Blueprint Type inside the editor. -Once finished, check the details panel and copy the Pivot offset (can find by searching for "pivot" in the details panel).

Insert the Pivot offset inside of the Blueprint you just created.

Now instead of dragging new Static Meshes into the scene, drag blueprints into the scene.

This obviously is just a workaround, but seems to work alright.

avatar image JohnADaniels Sep 12 '18 at 06:31 AM

You cannot set pivot offset inside blueprint that I can find.

avatar image Mk. I Karl Dec 29 '18 at 09:35 AM

It worked. Thanks!

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Change the Location of your Mesh in your 3D Solution and reimport it. Alternatively export your mesh from ue4, change the location in your 3D software and reimport.

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answered Apr 02 '14 at 07:00 AM

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Pedram Navin
98 3 12 11

avatar image HoOz Apr 02 '14 at 07:25 AM

Is there any coding method to do so ?

avatar image Pedram Navin Apr 02 '14 at 06:58 PM

I don't think changing the pivot itself can be done very trivially. However offsetting the mesh might be an option, not entirely sure on the code approach though.

avatar image HoOz Apr 03 '14 at 06:10 AM

I've read that in UDK this feature was available, hope they'll add it soon to UE4, thank you :)

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I necroed this question because it's the most popular one from search page and nobody actually answered correctly.

To permanently change pivot of Static Mesh you have to reimport the mesh with compensating transform (you may want to export first to create .fbx). alt text

To find this transform, create a blueprint using your static mesh, set arrow as root scene component, move mesh as if arrow it's pivot. Right click on location to copy parameters. alt text

Enjoy!

alt text

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answered Sep 10 '18 at 05:54 PM

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Two-faced
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avatar image Gondo the Boo Sep 10 '18 at 11:35 PM

Nicely formatted and written answer.

"(you may want to export first to create .fbx)" Is it possible to export a mesh from UE4? It seems to be a common case the people don't actually have the exported mesh files, but rather only have the actual SM in UE4.

avatar image Two-faced Sep 11 '18 at 09:05 AM

Yes, you can export your meshes from editor. alt text

avatar image Willard720 Nov 02 '18 at 04:07 PM

That's not changing the pivot of the static mesh, that's just translating it in a blueprint. Yes, in UE4 it might get the desired result, but you still can't export the .fbx with the new pivot, which is exactly what I need.

avatar image Two-faced Nov 03 '18 at 09:08 AM

I suppose you didn't read well my friend. At the end you get static mesh asset with pivot placed right. Please make sure you read all steps before downvoting.

And if you want to change pivot in fbx why even asking people/searching on UE4 resource, lol.

avatar image rebusb Feb 01 '19 at 01:08 AM

This is the answer I was looking for! Fantastic! +1 y'all !!!

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answered Nov 03 '18 at 03:02 PM

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JohnADaniels
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The easiest solution is one folks may not have thought of:

  1. Make a new actor.

  2. Add the mesh you want as the only component.

  3. Keep the default scene component.

  4. Move the mesh in the actor to where you want the pivot to be.

  5. Put it in the world.

  6. Right click in the World Outliner tab.

  7. Hit convert actor to static mesh.

  8. List item

Bam. Done. Whole process only takes a few minutes. The method suggested above only changes the pivot for that specific mesh within the world, it doesn't actually change the base mesh.

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answered Jun 02 '19 at 08:55 PM

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BonecrusherOEF
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avatar image JohnADaniels Jun 02 '19 at 10:44 PM

That is a great one! If you do a lot of pivots then defiantly get the Pivot Plug-in on the market place has saved me countless hours of work.

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This is a workaround I do when I don't want to reimport the static mesh or I need it to be moved for some of the mesh and not all. Make an actor blueprint and drag and drop the static mesh into the Components. Make sure to make it Static as default is Movable. And just move the static mesh in the blueprint so the pivot you want is at origin. Then place the blueprint in the level.

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answered Mar 08 '17 at 09:31 PM

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Taz1004
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avatar image Samuel Moore Jan 09 '18 at 02:14 PM

Anyone know if there have been any updates to this? Can't seem to get a pivot point to snap to 0,0,0 on a completely static landscape proxy. There is no option to make it moveable that I know of (aside from moving the tile around in world comp, but pretty sure that doesn't really apply to this issue), so it's not possible to offset its position by 1 to account for the fact that you can't alt + middle mouse button click on any coords that contain 0, which seems like a pretty big flaw in the engine at a very basic level. Very confused by this.

avatar image A_Bishop Jan 09 '18 at 02:24 PM

Can you specify your task?

avatar image llll Sabre llll Mar 02 '18 at 12:04 PM

Here's an example of the "problem" in my workflow:

I add a number of box brushes. I select them all and make them into a static mesh - let's call it "SM_FenceSegment". Now I wish to permanently move the pivot point and save it, so that every time I add an "SM_FenceSegment" from the content browser and drop it into my level, it will have the correct pivot point position.

There's no option to move the pivot point in the Static Mesh Editor. (AFAIK!) I'm not sure this is required functionality, but it would be useful to me as I type this right now :)

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To permanently set the pivot just buy the pivot tool on the market place, it has saved me countless hours if work.

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answered Nov 02 '18 at 05:31 PM

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JohnADaniels
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To permanently set the pivot just buy the pivot tool on the market place, it has saved me countless hours if work.

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answered Nov 02 '18 at 05:32 PM

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JohnADaniels
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Instead of spending money, you can just do this:

  1. In any level, position your mesh so the level origin (@ coordinates 0,0,0) is wherever you want your mesh's pivot to be

  2. right-click the mesh, select option "Merge Actors" in the context menu

  3. in the new Merge window that appears, ensure that your mesh is the only (ticked) item in the list at the top (untick any others if accidentally selected)

  4. Tick option "Pivot Point at Zero"

  5. Press Button "Merge Actors", select subdir (e.g., Meshes), provide a new name, press "Save", exit first window

  6. Discard your original mesh, and drag the new one into your level; the latter has its pivot where you positioned it (permanently)

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answered May 06 '19 at 09:19 AM

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rtvrk
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avatar image JohnADaniels May 06 '19 at 12:06 PM

That is a good one rtvrk, I forgot that you could do that! I still love the tool you buy because it has offset and also you can put the pivot point anywhere you want and also saves the rotation. It is a must have tool. It has saved me soooooo much time.

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That is a good one rtvrk, I forgot that you could do that! I still love the tool you buy because it has offset and also you can put the pivot point anywhere you want and also saves the rotation. It is a must have tool. It has saved me soooooo much time.

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answered May 06 '19 at 12:06 PM

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JohnADaniels
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avatar image rtvrk May 06 '19 at 01:52 PM

Fair enough, but the "Merge-Single-Mesh" method likewise saves the mesh's current rotation and scale, and the pivot can be anywhere (including far outside the physical mesh); the only difference is that instead of manipulating the pivot directly, you'd move the mesh relative to the level origin to achieve the exact same end result.

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