It’s a pain in the bum, basically
The bounds calculation is correct, so we need to calculate via a box the doesn’t rotate with the actor, and then correct.
I have two components, one that always corrects to zero rotation when I move the actor
We need to find the points in the unrotated box, and do a couple of transforms to get the rotated box
It works.
The random point node gives you world coordinates, not much use here. So we have to make them local, rotate them by the amount the actor is rotated, and then make them world again