Bounding Box from specific View (SceneCapture)

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!