Hello,
I want to dynamically update the extent of a box collider in the construction script of a blueprint. I am using the “GetComponentBounds” method on the static mesh, and retrieve the “Box extent” from there.
I use this “Box extent” to update my Box-Collider component.
This works rather fine as long as I don’t rotate my actor. It seems as if the rotation of the actor (and therefore the rotation of its Static Mesh) is not really propagated to the box collider.
I now tried to apply the actors rotation to the box collider, but this does not work, and I assume this is because of a gimbal lock situation.
This is how I setup the Construction Script (just the part for the box collider update shown here):
As long as there is no rotation, everything is fine, the box collider aligns perfectly to the mesh:
But, as soon as I rotate around 90 degress around Z and afterwards around any other axis, it is broken:
I am pretty sure this has to do with a gimbal lock occurring here, but I have no idea how to fix this issue here … any help would be highly welcome!
Thank you!!