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: