For now I did find a workaround:
I used Custom Depth Stencil to get a binary render texture (upper left in the picture) with only the Actor being white:
Then I used a simple bounding box algorithm:
FBox2D UTryPixelAccess::calcBoundingFromBinary(UTextureRenderTarget2D * RenderTexture)
{
TArray<FLinearColor> ImageData;
FRenderTarget *RenderTarget = RenderTexture->GameThread_GetRenderTargetResource();
RenderTarget->ReadLinearColorPixels(ImageData);
FVector2D maxPoint(0, 0);
FVector2D minPoint(RenderTexture->SizeX, RenderTexture->SizeY);
for (int x = 0; x < RenderTexture->SizeX; x++) {
for (int y = 0; y < RenderTexture->SizeY; y++) {
int i = x + y * RenderTexture->SizeX;
if (ImageData[i].R > 0.1) {
// we a have white pixel
if (x <= minPoint.X) {
minPoint.X = x;
}
if(y <= minPoint.Y) {
minPoint.Y = y;
}
if (x >= maxPoint.X) {
maxPoint.X = x;
}
if (y >= maxPoint.Y) {
maxPoint.Y = y;
}
}
}
}
return FBox2D(minPoint, maxPoint);
}
Though, this is not very performant so if anyone has a better Idea, please reply!