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Legacy UE4 1.0.5 Guide

Use this page as a reference for Pivot Tool 1.0.5 on Unreal Engine 4. It captures the older workflow from the published 1.0.5 user guide so you can compare legacy behavior with the current work-in-progress docs.

Legacy reference

This page documents Pivot Tool 1.0.5 for UE4-era workflows. The current docs on this site target the newer tool layout and continue to change. Use this page for core ideas and older UI flow, then cross-check with the current Quick Start, Guides, and Changelog.

What still maps well today

  • Pivot presets still center on bounding-box positions.
  • Temporary pivot changes, saved pivot offsets, copy and paste workflows, and mesh baking still follow the same core mental model.
  • Previewing a target pivot before you commit still matters when you work with dense meshes or grouped actors.

What may differ in current docs

  • Menu locations and panel docking behavior changed between the legacy UE4 toolbar flow and the current editor integration.
  • Panel labels, button placement, and options layout changed as the UI evolved.
  • Newer UE5-era features and layout improvements do not appear in the 1.0.5 guide.

Start the Pivot Tool

In Pivot Tool 1.0.5, you open the tool from the main Level Editor toolbar in UE4.

The UE4 Level Editor toolbar with the Pivot Tool button highlighted.

When you click Pivot Tool, a separate window opens. You can dock that window in the editor or leave it floating while you work.

The legacy Pivot Tool window opened and docked in the UE4 editor.

Use pivot presets

The 1.0.5 tool organizes 27 preset points into four groups. Each preset moves the pivot to a position on the actor's local bounding box.

Group What it does
Bounding Box Center Moves the pivot to the exact center of the bounding box
Bounding Box Face Center Moves the pivot to one of the six face centers
Bounding Box Corners Moves the pivot to one of the eight bounding-box corners
Bounding Box Edges Center Moves the pivot to one of the twelve edge midpoints

The legacy preset panel showing the four preset groups.

Set the pivot to the bounding-box center

To place the pivot at the center of the actor, click the single white center dot in the Bounding Box Center group.

The Bounding Box Center preset with the center dot highlighted.

The actor pivot moves to the center of the actor's local bounding box.

An actor pivot moved to the center of the mesh in the viewport.

Set the pivot to a face center

To place the pivot on one side of the actor, click one of the six circular presets in Bounding Box Face Center.

The Bounding Box Face Center presets highlighted in the legacy panel.

The selected face center becomes the new actor pivot.

An actor pivot moved to one face center of the bounding box.

Set the pivot to a corner

To place the pivot on a bounding-box corner, click one of the eight corner presets in Bounding Box Corners.

The Bounding Box Corners presets highlighted in the legacy panel.

Pivot Tool uses the actor's local-space bounding box for these positions instead of a world-space bounding box.

An actor pivot moved to a bounding-box corner.

Set the pivot to an edge center

To place the pivot on an edge midpoint, click one of the twelve edge presets in Bounding Box Edges Center.

The Bounding Box Edges Center presets highlighted in the legacy panel.

The pivot moves to the center of the selected bounding-box edge.

An actor pivot moved to the center of a bounding-box edge.

Use preset options

The legacy guide exposes additional behavior through the preset options panel.

The legacy preset options drawer opened with its options expanded.

Auto Save

Auto Save controls whether a preset writes the pivot change immediately or leaves it temporary.

When Auto Save is on, each preset click saves the pivot offset right away. When Auto Save is off, the new pivot acts as a temporary working pivot until you save it explicitly.

A static mesh actor before applying a temporary pivot in the legacy tool.

To test a temporary pivot, turn Auto Save off and apply the preset you want.

Auto Save turned off before applying a preset in the legacy tool.

Any follow-up transform uses the temporary pivot. If you deselect and reselect the actor without saving, the actor returns to its original pivot offset.

A temporary pivot active during transform and then reverted after reselection.

Group Mode

Group Mode changes how Pivot Tool calculates the reference bounds for a selection.

When Group Mode is off, the preset applies to the last selected actor. When Group Mode is on, the preset applies to the bounding box of the entire selection as one group.

Group Mode off, with the last selected actor used as the pivot target. Group Mode on, with the combined selection bounds used as the pivot target.

Vertex Mode

Vertex Mode changes whether the tool uses the bounding box or the nearest mesh vertex.

When Vertex Mode is off, the pivot lands on the mathematical bounding-box position. When Vertex Mode is on, the pivot snaps to the closest mesh vertex so the pivot stays on the mesh surface.

Vertex Mode off, with the pivot on the bounding box instead of the mesh surface. Vertex Mode on, with the pivot snapped to the closest mesh vertex.

Children Mode

Pivot Tool 1.0.5 adds Children Mode for parent-child actor setups.

When Children Mode is off, Pivot Tool calculates the pivot from the selected actor only. When Children Mode is on, Pivot Tool includes the selected actor and all attached children when it calculates the bounds.

Use this mode when one parent actor represents a grouped set of attached actors and you want the parent pivot to reflect the whole group.

Children Mode off, showing bounds from the selected actor only. Children Mode on, showing bounds from the selected actor and attached children.

Preview a pivot preset

Pivot Tool 1.0.5 lets you preview a preset target in Editor Preferences > Content Editors > Pivot Tool.

UE4 Editor Preferences with the Pivot Tool preview settings visible.

When Display Pivot Preset Preview is enabled, hovering over a preset shows a wire sphere in the viewport at the target pivot position. The preview also shows three lines that represent the actor's local coordinate system after the click.

The legacy guide notes that the preview reads best in Wireframe view. You can also adjust the preview size, thickness, and color in the editor preferences.

A pivot preset preview wire sphere and coordinate lines shown in the viewport. The legacy preview customization settings for size, thickness, and color.

Set or reset the pivot

Pivot Tool 1.0.5 provides shortcuts for saving or clearing a temporary pivot offset.

Action What it does
Set Saves the current temporary pivot as the actor's pivot offset
Reset Resets the actor pivot offset to zero

The legacy Set and Reset buttons in the tool panel.

In Unreal, you can move a pivot temporarily with Alt + Middle Mouse Drag on the transform widget.

A temporary pivot adjustment using Alt plus middle mouse drag on the transform widget.

To keep that change, Unreal exposes Pivot > Set as Pivot Offset on the actor context menu. The legacy guide positions the Pivot Tool Set button as a faster shortcut to that same save action, and the Reset button as a shortcut to resetting the pivot offset.

An actor context menu showing Pivot and Set as Pivot Offset.

Copy and paste a pivot

Pivot Tool 1.0.5 lets you copy one actor's pivot offset and paste it to other selected actors.

The legacy Copy and Paste pivot controls in the tool panel.

To reuse a pivot setup:

  1. Select the source actor.
  2. Click Copy.
  3. Select the target actor or actors.
  4. Click Paste.

Because the pivot is stored as a relative value, the pasted pivot still lands in the matching relative location even when the target actor has a different scale.

A source actor with a copied pivot offset. A target actor after pasting the copied pivot offset.

Bake a mesh pivot

Pivot Tool 1.0.5 can bake an actor pivot directly into a static mesh asset inside Unreal Editor.

The legacy Bake Mesh Pivot section in the tool panel.

This workflow avoids exporting the mesh to a DCC tool for a simple pivot correction.

The legacy guide demonstrates a statue mesh whose default pivot sits in the center of the mesh. That placement causes part of the mesh to drop below the floor when you drag it into the level.

A static mesh with a center pivot intersecting the floor.

To correct the mesh:

  1. Apply the bottom-center pivot preset.
  2. Click Bake.

The baked static mesh now uses the new pivot position as its default origin.

A mesh after baking the bottom-center pivot.

When you drag the baked mesh into the level again, the bottom-center pivot aligns to the floor instead of sinking below it.

A reused mesh instance aligned to the floor after baking.

The legacy guide also calls out two related behaviors:

  • actor rotation is baked with the pivot change
  • collision and socket data are preserved when the pivot bake completes

Duplicate and Bake

Duplicate and Bake creates a duplicate static mesh asset first, then bakes the pivot into that new asset.

This workflow preserves the original mesh asset and switches the selected actor to the duplicated baked mesh.

Duplicate and Bake creating a new mesh asset and assigning it to the selected actor.

Continue with the current docs

Use the current docs when you need the newer layout, refreshed terminology, or newer features: