I’ve been searching for a solution to this and have not found one yet. I have actors that I need to alter the pivot orientation of. I’d rather not have to load in one-off versions of the assets with new pivot orientations. Is there a way I can offset the transform of an actor so that the pivot point is pointed in a new direction? This seems to be the point of a transformation matrix isn’t it? A quick altering of the vertex information…
In the FMatrix documentation I see a SetAxes. Does this allow me to input new axes to a transform? I see below it’s mentioned that UE would “fix” an non-orthographic axis. Can I get around this?