Imported assets lose pivot point
When I export an asset the pivot point is centered, but when imported into UE the pivot point is sometimes so far away it is difficult to move, scale, and rotate accurately. Is there something in UE to compensate for this.
asked Jul 07 '15 at 07:08 PM in Using UE4
faced the same problem and found out that you can maintain the original pivot.
You just have to either use "Import Into Level" from the file menu or UNCHECK the "Transform Vertex to Absolute" checkbox in the import window. The first method will actually also place the objects into the level at the right positions. the second method is doing the "zero-out" step which you would do in your 3D software but also keeps the pivot at the right position.
answered Mar 20 '17 at 02:26 PM
UE4 does not use the pivots of the mesh itself from the FBX import. It will use the world origin (0,0,0) for it's pivot. It's necessary, at the moment, to move the mesh to the world origin before exporting. The request has been entered for the FBX to honor the meshes original pivot on import, but there hasn't been any word on when/if this will be implemented.
answered Jul 10 '15 at 06:38 AM
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