Getting the bounding box of a static mesh collision data

I have a static mesh imported into my project, which includes simple and complex collision data. I can see both fine in the UE4 mesh editor.
Now I want the bounding box of the simple collision data of a given UStaticMeshComponent in C++. Is there an easy way to achieve this?

Assume that we’re in AActor class.
To get Bound in world space.



// First option.
UStaticMeshComponent* StaticMeshComp = FindComponentByClass<UStaticMeshComponent>();
const FTransform WorldTransform = StaticMeshComp->GetComponentTransform();
FBoxSphereBounds WorldBound1stOption = StaticMeshComp->CalcBounds(WorldTransform);

// Second option.
UStaticMeshComponent* StaticMeshComp = FindComponentByClass<UStaticMeshComponent>();
StaticMeshComp->UpdateBounds();
FBoxSphereBounds WorldBound2ndOption = StaticMeshComp->Bounds;


To get Bound in Local space.



UStaticMeshComponent* StaticMeshComp = FindComponentByClass<UStaticMeshComponent>();
UStaticMesh* StaticMesh = StaticMeshComp->GetStaticMesh();
FBoxSphereBounds LocalBound = StaticMesh->GetBounds();


Hey, thanks for your reply. I was not looking for the bounds of the mesh though, but for the bounds around the simple collision of that mesh. However, I found the solution here:

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