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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. Use these controls when presets are not specific enough.

Enter a numeric pivot offset

Use the Pivot Offset fields when you need an exact offset instead of a preset.

  1. Select one or more actors in the viewport.
  2. Enter the desired offset values in the X, Y, and Z fields.
  3. To add that offset to the current pivot, click Apply.

Pivot Tool uses the editor's current coordinate system. Switch the viewport transform mode to World when you want a world-space offset.

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.

  1. Move the gizmo to the desired position in the viewport by holding Alt and dragging with the middle mouse button.
  2. To save that location as the actor pivot, 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 to the original origin, click Reset in the Actor Pivot area. The pivot offset returns to zero.

Copy and paste pivots between actors

Copy a pivot position from one actor to another.

  1. Select the source actor whose pivot you want to copy.
  2. To store that pivot offset, click Copy in the Actor Pivot area.
  3. Select the target actor or actors.
  4. To apply the stored offset, click Paste.

The copied pivot offset is applied to every selected target actor.

Local vs. world space copy

Use the World Space button next to Copy and Paste to choose whether the pivot is copied in local or world space:

  • Local space (default) — copies the offset relative to the actor's own origin. Use this when copying between actors of the same mesh at different locations.
  • World space — copies the absolute world position of the pivot. Use this when different actors need the same world-space pivot point.

Snap the pivot to the nearest vertex

To place the pivot on the nearest mesh vertex, click Snap to Vert.

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 to write the pivot change into the static mesh asset.