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In any level, position your mesh so the level origin (@ coordinates 0,0,0) is wherever you want your mesh’s pivot to be. Probably dead center for this tutorial.
(So, in the mesh details change all the transform coordinates to 0 or press the reset arrow to their right, then offset the mesh until the coordinates 0, 0, 0 sit right at its center. So X = -[half its length] and Y = -[half its width]). (e.g. If your mesh is 400x400 it would be X = -200, Y = -200) (To find the size of the mesh select it in the viewport, right-click it, and press “Browse to Asset”. Hover your mouse over the mesh asset in the content browser and look for “Approx Size:”) -
Right-click the mesh in the viewport, select option “Merge Actors” in the context menu
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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 they’re accidentally selected)
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Tick option “Pivot Point at Zero”
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Press Button “Merge Actors”, select subdir (e.g., Meshes), provide a new name, press “Save”, exit first window. This will create a brand new static mesh in your content browser.
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Delete the original mesh, drag the new one into your level; voila it has its pivot where you positioned it (permanently)
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In the viewport click the new mesh and recheck “Movable” in the details window)
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Remember to re-reference it in the event graph (in the viewport select the mesh and without deselecting it switch to the Level Blueprint Event Graph where all our nodes are, right-click on empty space, and select “Create a Reference to [your new mesh name]”.
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Attach all the blue “Target” pins on the “AddActorWorldRotation” functions back to your new mesh reference.
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