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Object-oriented bounding box (from either AActor or mesh)

I'm using C++ and trying to do a sphere trace after an arbitrarily-sized projectile hits its target, in order to find the projectile's entry point. For the sphere trace, I must know the radius of the projectile, which is dynamic and can be a rock, an arrow, etc.

I've read about bounding boxes, and used GetActorBounds and other ways to get the bounds of the projectile, including getting an FBox struct from the mesh's "Bounds" attribute, but bounds seem to be axis-aligned in all cases (AABB), which means that they don't represent the true size of the object, and change with its orientation.

Is there a way to obtain an "object-oriented" bounding box that returns the true size of the object, disregarding orientation? An FOrientedBox struct exists, but I've found no way to get one from the actor or mesh, so it might not be possible.

Additionally, if the above is impossible, is there a way to get, at runtime, the approximate size of a mesh, as reported in the mesh editor?

alt text

Product Version: UE 4.8
approx.png (54.9 kB)
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asked Jul 26 '15 at 10:41 AM in C++ Programming

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avatar image bad-wulf Feb 26 '19 at 11:43 PM

How has this not been answered yet, this was asked in 2015. Getting OBB is very important. Anyone know?

avatar image Paul Ripley Aug 02 '19 at 03:31 PM

Seconded - I'd like to know this as well.

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