Lately I am working on a automated cover generation project for the AI in my game.
As for now it works fine with unrotated meshes, but if I want to rotate them, I can’t get the locations of the four lower corners of a mesh. This is because I use the GetLocalBounds function, and use the X and Y values to calculate the other corners, but of course this will not work this way with rotation because the X or Y values will not be the same as any other corner.
I hope you understand this, ask me if something is not entirely clear.
So my question is: how do I get all (or only the lower) corners of a mesh, (this only has to be the box extend of the mesh though) no matter how the mesh is rotated and/or scaled.
I work both in c++ and BP, so if you know the answer it doesnt matter in what ‘language’.
I think I have answered my questionnaire in my answered, nut I don’t know hoe to implement it.
Thanks in advance