Pivot Tool¶
Place actor pivots at any bounding-box point, bake the change into a static mesh, align actors along any axis, and manage mesh sockets — all without leaving the Unreal Editor viewport.
Documentation update in progress
The current Pivot Tool docs are still being updated. If you need the older UE4 workflow as a reference while this site expands, see the Legacy UE4 1.0.5 Guide.
Get Started Browse Guides Legacy UE4 1.0.5 Guide
What you can do with Pivot Tool¶
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Snap pivots to any bounding-box point
Choose from 27 preset positions — center, corners, and edge midpoints — and move an actor's pivot in one click. Preview the new position before you commit.
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Bake pivot changes into the mesh
Write the new pivot directly into the static mesh asset so every instance in every level uses the updated origin. Optionally freeze rotation or scale during the bake.
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Align actors with one click
Line up selected actors along X, Y, or Z using their bounding-box min or max, or match them to the last selected actor's position.
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Create sockets from pivot positions
Turn any pivot position into a mesh socket that you can reference in Blueprints for attachment, spawning, or snap points.
Get up and running in minutes¶
- Enable the Pivot Tool plugin in the Unreal Editor
- Open the Pivot Tool panel from Tools > Nate's Tools > PivotTool
- Select an actor and click a preset to move its pivot