I know it is old, but in case someone needs the answer:
void UYourClass::GetComponentOrientedBoundingBox(USceneComponent* Component, FVector& Origin, FVector& Extent)
{
// Calculate the right world origin
FVector ComponentExtent;
float ComponentRadius;
UKismetSystemLibrary::GetComponentBounds(Component, Origin, ComponentExtent, ComponentRadius);
// Calculate the right extent
auto Box = Component->GetOwner()->CalculateComponentsBoundingBoxInLocalSpace();
Extent = Box.GetExtent();
}