Set the Actor Pivot¶
Position an actor's pivot by entering exact XYZ values, setting it to the current gizmo location, or copying it from another actor. These controls give you precise, repeatable pivot placement beyond what presets provide.
Enter a numeric pivot offset¶
The Pivot Offset area displays three input fields for X, Y, and Z. Type the values you need, then click Apply to shift the pivot by that amount.
- Select one or more actors in the viewport.
- Enter the desired offset values in the X, Y, and Z fields.
- Click Apply to move the pivot by the specified offset.
The offset is applied in local space by default. Switch the editor's coordinate system to World (using the viewport toggle) to apply the offset in world space instead.
When the offset is applied, a notification confirms the action. The input fields remain filled so you can apply the same offset to another selection.
Set the pivot to the gizmo location¶
If you have moved the transform gizmo manually with Alt+Middle Button, you can lock the pivot to that exact position.
- Move the gizmo to the desired position in the viewport by holding Alt and dragging with the middle mouse button.
- Click Set in the Actor Pivot area.
The actor's pivot offset updates to match the gizmo's current world position. The geometry does not move.
Reset the pivot¶
To return the pivot to the actor's original origin, click Reset in the Actor Pivot area. The pivot offset returns to zero.
Copy and paste pivots between actors¶
Transfer a pivot position from one actor to another.
- Select the source actor whose pivot you want to copy.
- Click Copy in the Actor Pivot area.
- Select the target actor or actors.
- Click Paste.
The copied pivot offset is applied to every selected target actor.
Local vs. world space copy¶
Toggle the World Space button next to Copy/Paste to control whether the pivot is copied in local or world space:
- Local space (default) — copies the offset relative to the actor's own origin. Useful when copying between actors of the same mesh that are placed at different locations.
- World space — copies the absolute world position of the pivot. Useful when you want multiple different actors to share the same world-space pivot point.
Snap the pivot to the nearest vertex¶
Click Snap to Vert to move the pivot to the closest vertex on the selected actor's mesh. This places the pivot directly on the mesh surface — useful for snapping or attachment workflows where you need the pivot at a real geometry point.
Combine with presets for speed
Use a preset to get close to the position you want, then use Snap to Vert to land on the nearest vertex. This two-step approach is faster than searching for the vertex manually.
Next: Bake a Mesh Pivot — make the pivot change permanent by writing it into the static mesh asset.