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.