This is expected as the mesh is still the exact same.
In order to do what you want, you either need to bakeCurrentTransformIntoVertices() after moving the cone OR you can use a parent and offset the cone in the parent.
The pivot will be use only as a center of scale and rotation.
Interesting. Why did it make so? All 3d soft that’s I know use pivot pointer as origin to rotate, scale, move and stick in slots.
Also, the “bakeCurrentTransformIntoVertices” didn’t work in my PG from the first message. And one point — no one example exists with this function:
Move is not related to pivot, as the pivot moves with it.
bakeCurrentTransformIntoVertices() on a mesh will basically bake the current vertices (worldSpace) into the local mesh data. So if the mesh has centered vertices, you can move it as you wish and bake the data. As a Result the mesh contains repositioned and rescaled vertices (working basically as a new parent, being baked in the data so more efficient).