How to import mesh with the pivot point at the same place that was in max

Hi,
I was wondering if there is any way to import meshes in EU4 with pivot point in the same place that has the exported mesh (.FBX)
Always the position of the pivot point is in the center.

My mesh in 3ds max with pivot point right

In UE4

Hi Arjonilla,

This is currently not possible. This has been submitted as a feature request, but there is no timeline for when this will be implemented into the engine.

Centering the mesh pivots at the world origin in Max is still the recommended export method.

Thank you!

Thanks a lot , but this is a problem with a lot of meshes in the same scene in max.
Many diferent objects, many diferent layers in max to control it, is annoing.

Any news on this? As this is an major issue that is still present in 4.7.2… The simplest of things are made more difficult because of this…

Making a door open / the top of a loot chest etc…

I understand the frustration, unfortunately there are other priorities at the moment that take precedent before this can be worked on There is no update at this time though.

Would it be possible to attach another Mesh object to the base mesh object through blueprints and design your 3d model offset from center of its origin that way the origin in UE4 would be correct and could you then use blueprints to control the movement of said pivoting object?

That would work or using a dummy object that the mesh can be parented to would work as well.

Any news on this? Importing meshes from 3DSMax is a real pain as you have to re-build it again in UE4 aligning each object to where it was in Max.

It’s logged with UE-945 as a feature request, however, this is still backlogged though.

Is there anything we may do to increase the priority of this request? It appears there are quite alot of people (e.g. the trello item has quite some votes even if the description is very poor) waiting for this feature.

The way we increase the awareness of what the community would like is by adjusting the community interest in our ticket for this feature based on people bringing it up along with Trello to allow users to vote on what they would like to see. While this gives a good idea of what the community would like to see it does not mean that it will take priority over other tasks that have been planned by that team of developers.

For features, such as this one, it’s best to post in our Feedback section so that others in the community can jump in and discuss as well. :slight_smile:

I have the same problem. As the pivot point is wrongly imported (or ignored at all) many of my meshes are now wrongly placed or don’t fit at their attach points.

3DS (center of the object):


UE4 (slight offset in direction of X):


Because of this, some wheelsets are now wrongly attached to my car (to much inside the body).

Any news? Is it possible now in 4.8 change coords of the pivot point?

Hi Arthur,

There is no update at this time as it is still backlogged. There is no eta when this will be implemented unfortunately.

Opening and closing car doors, boot lids, hood etc. was also no fun at the moment. I had to recreate everything after importing to UE4.

Hi, wow, one year with this issue unsolved.
I think is very important thin to be consider in your new update because that is a very basic tool for improve any workflow.

Any big company miss it???

Hi, wow, one year with this issue unsolved.
I think is very important thin to be consider in your new update because that is a very basic tool for improve any workflow.

Any big company miss it???

Am I missing a workflow technique or are you all describing what I am experiencing here?

How for example could I import a watch model, or a car model, or anything that isn’t a single mesh but an asset made of many parts?

UE4 imports the FBX file but then separates out each single object as a separate asset!!. That would take ages to rebuild a car model in UE4 when it is already perfectly arranged in the FBX file.

I just tried this in Unity and it imports the model including linked hierarchy, pivots in the correct place as it is in the FBX file so what am I doing wrong in UE4?

This is what the feature request is for. The FBX file imported into UE4 does not store the individual mesh pivots as of yet. It’s planned, but it may be a while due to other priorities.

Hi , thanks for fast response. I’m quite amazed this expected behaviour isn’t one of the highest priorities. Anyway, thanks for letting me know. Oh, is there an up-vote system where I can vote on this?