Is there a bug related to the bounding box calculation of a rotated static mesh?

I have a question related to the bounding box of a mesh. If you rotate a mesh, the bounding box doesn’t rotate with it, it somehow ignores the rotation and instead gets wider to fit the rotated edge points like you can see on the screenshots below. Watch the blue lined cube. Its not self-created, but visualized via “Show → Advanced → Bounds”. Is this a bug or intended?

Unrotated, scaled cube:

Same scaled cube, rotated:

I need the correct box extent of my walls with different scale and rotation, but this case modifies/maipulates the results of getActorBounds in a bad way and makes it useless.

Info: I’m on UE4.18 with this project.

Steps to reproduce this issue:

  1. Create a new, blank project of UE V 4.18

  2. Drag a base cube into the scene

  3. Scale the cube to something that is not quadratic (for example: x: 0.3; y: 2; z: 1)

  4. Activate Bounds Visualization (Show → Advanced → Bounds)

  5. Rotate the mesh

Thanks for your help

The bounds you’re seeing are AABBs - or an Axis Aligned Bounding Box.
This kind of bounding box doesn’t rotate.