GetActorBounds affected by rotation

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();
}

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