In my case, I changed the pivot point of a modular piece after I had placed many instances of it in UDK, so when I reimported after making changes to it, all of the pieces I had placed were rotated 90 degrees. Ive been going back through by hand and correcting all the pieces, but I thought I should see if there is a more efficient way, because its a tedious process, and slightly annoying. Let me know if you need any clarification on what I'm trying to do, I can provide pictures if need be. Thanks for any help!
Side note: I changed the pivot in maya when I exported it from there
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The only thing you can do is select all pieces that are rotated in 1 direction, and then you can en-mass change the rotation value in their properties. Etc for the other angles. Not that userfriendly either but possibly slightly faster.
Right click that mesh again in the viewport, now it says Select - Select all smeshes with pitch 16384 for example (internal Unreal rotation values are 65536 based). This would then allow you to select all meshes rotated 90 degrees. You can then change the 90 degree value on all of those at once.
Repeat for other angles.
If you stayed on grid you'd only have to do this four times.
Lesson learned: make sure pivots are set in stone at the modular blockout stage, because changing them later causes your static meshes to change position inside the map. (feel free to correct me if this is inaccurate)
Thank you very much sir, for your assistance and on more than one occasion I might add!