### Search in Sort by:

 Everything Using UE4 Current Space

### 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"

# How to Transforms a actor's bound from the view's world-space into pixel coordinates with bounding box

 0 How to transforms a actor's bound from the view's world-space into pixel coordinates with bounding box like Rect(x,y,width,height) X,Y relative to the view's X,Y (left, top) and width,height relative to view's Z and rotation Product Version: Not Selected Tags: more ▼ asked Aug 13 '14 at 08:18 AM in Using UE4 ryuikuya 314 ● 71 ● 86 ● 108 add new comment (comments are locked) 10|2000 characters needed characters left ▼ Viewable by all users

 0 Here's a modified excerpt from AHUD::GetActorsInSelectionRectangle, which is doing bounding box comparisons for actors inside rectangle in screen space. It's projecting the corners of the actors bounding box into screen space, and using the FBox2D to accumulate the extents of that box in screen space. `````` //The Actor Bounds Point Mapping const FVector BoundsPointMapping[8] = { FVector(1, 1, 1), FVector(1, 1, -1), FVector(1, -1, 1), FVector(1, -1, -1), FVector(-1, 1, 1), FVector(-1, 1, -1), FVector(-1, -1, 1), FVector(-1, -1, -1) }; //Get Actor Bounds casting to base class, checked by template in the .h const FBox EachActorBounds = Actor->GetComponentsBoundingBox(true); /* All Components */ //Center const FVector BoxCenter = EachActorBounds.GetCenter(); //Extents const FVector BoxExtents = EachActorBounds.GetExtent(); // Build 2D bounding box of actor in screen space FBox2D ActorBox2D(0); for (uint8 BoundsPointItr = 0; BoundsPointItr < 8; BoundsPointItr++) { // Project vert into screen space. const FVector ProjectedWorldLocation = Project(BoxCenter + (BoundsPointMapping[BoundsPointItr] * BoxExtents)); // Add to 2D bounding box ActorBox2D += FVector2D(ProjectedWorldLocation.X, ProjectedWorldLocation.Y); } `````` more ▼ answered Sep 12 '14 at 06:27 AM gribsoteur 1 ● 1 ● 1 ryuikuya Sep 18 '14 at 03:24 AM thank you very much CMHungSteve Jul 02 '16 at 03:05 PM Where should I put these codes? In the files like MyActor.cpp or MyActor.h? add new comment (comments are locked) 10|2000 characters needed characters left ▼ Viewable by all users