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Use Blueprint Functions

Automate pivot baking from editor utility Blueprints or Python scripts. Pivot Tool exposes two Blueprint-callable functions that let you batch-process meshes without opening the panel.

Available functions

Bake Mesh Pivot

UPivotToolBlueprintLibrary::BakeMeshPivot(
    UStaticMesh* StaticMesh,
    EPivotPreset PivotPreset,
    FRotator Rotation,
    FVector Scale
)

Moves the mesh pivot to a bounding-box preset position and optionally bakes rotation and scale into the mesh vertices.

Parameter Type Default Description
StaticMesh UStaticMesh* The mesh asset to modify
PivotPreset EPivotPreset CenterBottom Target bounding-box position (see presets)
Rotation FRotator (0, 0, 0) Rotation to bake into the vertices
Scale FVector (1, 1, 1) Scale to bake into the vertices

Example — move pivot to bottom center:

In an Editor Utility Blueprint, call Bake Mesh Pivot with the mesh reference, CenterBottom preset, zero rotation, and unit scale. The mesh origin moves to the bottom center of its bounding box.

Bake Mesh Pivot Relative

UPivotToolBlueprintLibrary::BakeMeshPivotRelative(
    UStaticMesh* StaticMesh,
    FVector PivotLocation,
    FRotator PivotRotation,
    FVector Scale,
    bool bBakeLocation,
    bool bBakeRotation,
    bool bBakeScale
)

Moves the mesh pivot by an arbitrary offset rather than a preset position. Toggle which components (location, rotation, scale) are baked.

Parameter Type Default Description
StaticMesh UStaticMesh* The mesh asset to modify
PivotLocation FVector (0, 0, 0) Offset to apply to the pivot position
PivotRotation FRotator (0, 0, 0) Rotation to bake into vertices
Scale FVector (1, 1, 1) Scale to bake into vertices
bBakeLocation bool true Bake the location offset into the mesh
bBakeRotation bool false Bake the rotation into the mesh
bBakeScale bool false Bake the scale into the mesh

Example — shift pivot 50 units down:

Call Bake Mesh Pivot Relative with PivotLocation = (0, 0, -50), leaving rotation and scale at defaults with bBakeLocation = true.

Asset-level changes

Both functions modify the static mesh asset on disk. These changes cannot be undone with Ctrl+Z. Save your project before batch-processing.

Batch processing with Editor Utility Blueprints

Create an Editor Utility Blueprint that iterates over selected assets in the Content Browser, calls one of these functions on each mesh, and saves the modified assets. This is the fastest way to standardize pivots across an entire asset library.


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