Pivot point not centered on the floor mesh? Try this

  1. 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:”)

  2. Right-click the mesh in the viewport, select option “Merge Actors” in the context menu

  3. 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)

  4. Tick option “Pivot Point at Zero”

  5. 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.

  6. Delete the original mesh, drag the new one into your level; voila it has its pivot where you positioned it (permanently)

  7. In the viewport click the new mesh and recheck “Movable” in the details window)

  8. 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]”.

  9. Attach all the blue “Target” pins on the “AddActorWorldRotation” functions back to your new mesh reference.

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