Pivot Point change
Hi guys so im trying to get a door to open with a lever. I know how to get it to work but im stuck with the pivot point of the door not being where its meant to be. So basically I have made a simple door in 3ds max, its just a rectangle for testing purposes. I know how to change the pivot using MMB + Alt but that only changes the pivot of the mesh in the scene and not the actual static mesh. So when I drag the mesh to my door blueprint it remains as it was before. Im looking around for tutorials on the subject but Ive literally found nothing on it. Every door tutorial out there uses the basic door thats already in unreal engine which already has the pivot point set properly. Any ideas?
asked Nov 25 '18 at 02:19 PM in Blueprint Scripting
Set the pivot to where you want it in 3DSMax; it will export with the mesh.
Edit: To be 100% clear, the pivot location defaults to 0, 0, 0 when you export the mesh. So place your door mesh so the point where you want the "hinge" is at 0, 0, 0.
Also, if you must set the pivot in the editor, look for the Actor's "Pivot Offset".
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