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Mesh Pivot panel

Look up the controls used to bake pivot changes into a static mesh asset.

Mesh Pivot area

Controls for permanently writing pivot changes into the static mesh asset.

  • Bake — writes the pivot offset into the mesh. Cannot be undone with regular editor undo. See Bake a Mesh Pivot.
  • Duplicate and Bake — creates a copy of the mesh, then bakes the pivot into the copy. The original mesh is preserved.

Bake options

  • Freeze Rotation — bakes the actor's rotation into mesh vertices and resets the actor's rotation to zero.
  • Freeze Scale — bakes the actor's scale into mesh vertices and resets the actor's scale to (1, 1, 1).
  • Bake Scale Into Sockets — rescales socket positions when Freeze Scale is active. Sockets stay at the same relative location on the resized mesh. Has no effect when Freeze Scale is off.
  • Keep in Place — keeps other actors referencing the same mesh at their current world positions after the bake.

Bake by actor

  • Bake by Actor toggle — enables baking relative to the last selected actor.
  • Match Location — bakes the pivot to match the reference actor's world position.
  • Match Rotation — bakes the pivot to match the reference actor's rotation.

Nanite Assembly meshes (UE 5.7+)

Baking is supported for Static Mesh Nanite Assemblies. Two transform combinations are blocked — a warning appears and the asset is not modified:

  • Non-uniform scale with a rotated assembly node
  • Keep Actors In Place with instanced-component references

See Nanite Assembly baking for details on both cases.