Hi
Why does my bound box get bigger when it turns?
Hey @Geputis!
It looks like it’s growing to accommodate the size of the box corner to corner. Can you show us more? For instance, the actor’s hierarchy? Typically if you want to use the collision of the mesh, you wouldn’t use a box collider along with it.
It doesn’t work on any mesh. it’s just a Static mesh with physics.
Ah, these are standard UE shenanigans. To better visualise what OP is dealing with:
Cool, eh? We’d expect the bounds to stay the same size, right? Without rotation:
Here’s what happens when we store Extents
of a non-rotated mesh:
@Geputis Does it make sense to you? Can you apply it in your scenario or do you need another solution? Not sure what you need it for but Extents
are somewhat special, perhaps this would work for you:
I’m trying to make blueprint what gets all components inside of Collision box and calculate their size.