GetActorBounds affected by rotation
I'm using GetActorBounds to create a bounding sphere around my actor. I get the box extents and use it to find the box diagonal and use that as the radius for a SphereCollision.
Everything works fine, but when i rotate my actor it affects the results of GetActorBounds, changing the radius of the sphere for any rotation values different from 0, 90, 180 and 270.
My question is: how can i get the actor bounds ignoring its rotation?
asked Nov 18 '15 at 07:12 PM in Blueprint Scripting
Be aware that the Extent of a box changes if you rotate it's contents: it is calculated from the center to the most distanced point, but stays a box. When I applied the box extent of a component to a collisionbox size and rotated the collisionbox to the world rotation of the actor, it kept pretty good measure. This applies to sphere collisions too.
answered May 12 '16 at 11:36 AM
If you just need a rough sphere you can try GetSimpleCollisionRadius() https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/AActor/GetSimpleCollisionRadius/index.html
answered May 18 '17 at 05:54 AM
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