Actor bounds gets bigger after physics

After i move actor, with physics enabled, bounds of actor gets bigger. how to fix that?

What are the chances the actor stays in place and the simulated component moves away:

Thus the whole thing having bounds that must encompass both the root and the mesh.


Actors do not have physics. Their components might. Did you not place the simulating component at the root of the actor? If not, do consider it.

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hi, thanks for the answer. I set static mesh as root, but it didn’t help. To make it clearer - I have a system of lifting objects as in half life through Physics handle. All I do is turn on Simulate physics, and I need bounds to display the widget around the object (but they increase if you twist it in different ways). Below are a couple of examples of the same object



This crap, right?

Never noticed that before. :expressionless: I wonder if that’s the collider doing something weird?

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Yes

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Any chance you could use this instead:

image

Essentially:

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After replacing the collision with a sphere:

Ah, good times…

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there is a Rotation pin in the Draw Debug Box, but I get a set of vectors that I don’t quite understand how to rotate correctly. Rotate Vector(whith world rotation) shifts them incorrectly. Can you suggest a solution, maybe there is another way to rotate all vectors?

same problem
https://www.reddit.com/r/unrealengine/comments/ndw8ew/get_component_bounds_not_returning_correct_bounds/

If you use get component bounds, then it rotates as needed, but then there are problems with a collision

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