I need an object’s world space bounding box in a shader, is there a way to get it without calculating it in a blueprint and passing it through?
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Hi Wahooney,
Short answer is no. You can get the position/vertex position but you’ll need to pass the bounds in.
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There is a Local Bounds node. Could you not just use the node for the Objects Local Bounds and then offset them by the actors world position?
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