Thanks Mars007, I think you’re talking about ‘shape’ volume components though as they indeed have no vertices.
I’m specifically talking about trigger volumes (you can find it in the place actor tab when you select all classes). These definitely have vertices as they are actually derived from ABrush.h and behave just like BSP brushes. The vertices can be moved using Shift-5 (geometry edit mode) and the volume checked by the class adapts to the vertex placement. I think they use the ‘EncompassesPoint’ generic volume function to do this check.
With that in mind, should one prefer shape based volume triggers to the Volume Trigger class? In my level I’ve been using Trigger Volume based actors extensively for things requiring precise placement and shape component based trigger volumes for simpler things like skeletal mesh collision volumes, interaction points for simple static actors in the level, etc.