Get World Space Object Bounds in Material Shader

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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Thanks BananableOffense, I didn’t know about the “Object” nodes - very useful indeed!

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