x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

[4.9.1] Cannot Retrieve Bounds Of Default Actor Object

Hey Epic,

I'm having a problem retrieving the bounds of a given Actor before spawning it. My current issue is I am spawning Pawn's within a given radius and the ground is not guaranteed to be even. Due to this, some get spawned in the ground and I'm working on a solution to make them appear above it and not end up getting stuck.

In order to do this, I'm doing a multi-trace of points within the area that the Pawn will spawn and picking the one with the highest height. However, to drive the box extent of the trace, I want the bounds of the Actor before spawning.

When attempting to pull this from GetDefaultObject(), any attempt to get the bounds on either Actor or Component level returns 0, this would be extremely helpful if this could be available but if not, how would I get the bounds effectively before spawning a given Actor?

Thanks!

Product Version: UE 4.9
Tags:
more ▼

asked Sep 22 '15 at 08:16 PM in Bug Reports

avatar image

MC Stryker
453 22 36 48

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hey MC Stryker-

The actor has to have been spawned and exist in order for its bounds to exist. A possible suggestion for what you're trying to do would be to have a dummy actor hidden/offscreen that you can get the bounds of and then use that for your trace before spawning the real actor.

Cheers

Doug Wilson

more ▼

answered Sep 22 '15 at 08:54 PM

avatar image MC Stryker Sep 23 '15 at 07:30 PM

Gotcha, I was thinking about that as an alternative. Let me ask, do you think its possible something could be added to the engine to pre-calculate this based off of the structure of the Actor or at least for in this case, a Skeletal Mesh?

It may not be able to query that ahead of time since it needs all the mesh data loaded into memory to determine a bounds but I was curious. Thanks Doug!

avatar image MC Stryker Sep 23 '15 at 07:32 PM

Oh Doug, also unrelated but I posted this a little back and haven't gotten a response in case you get a moment, thanks again.

https://answers.unrealengine.com/questions/302239/490-future-video-framework-features-inquiry.html

avatar image Doug E ♦♦ STAFF Sep 24 '15 at 03:44 PM

I can enter a feature request to have the pre-calculated bases added to the engine for additional functionality.

avatar image MC Stryker Oct 12 '15 at 06:52 PM

Thanks Doug! That would be awesome.

Apologies on the delay.... was moving from LA to Irvine and just starting to get settled and setup. Thanks a ton buddy and hope all is well!

avatar image Griffork_Opaque Nov 10 '15 at 11:45 PM
  • for this!

avatar image derm Nov 13 '15 at 07:27 AM

Ooo yes, having it pre-calculated so we don't have to have hidden actors would be fantastic! Is this something that could be potentially coming soon?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question