Thank you, that was exactly what I was looking for. Unfortunately, when using this, I found that my approach will not work at all and I HAVE to use the full bounds with boxes. A couple of the objects’ meshes will not be completely symmetrical in relation to the origin of the complete actor (with external collision boxes).
Instead, I have to make sure the external collision boxes are all the same size and if a collision box is only on one side, I have to add one on the other side that is set to ignore all channels.