Ok, so what I want to do is have a box that, when it overlaps any actor that is tagged ‘Pillar’, it will make the pillar actor sink into the ground up to a certain height from the top of the mesh. There is a fancy border that is exactly 20 units tall on the top of anything tagged ‘Pillar’, but objects that are tagged pillar might be different heights. I have already been able to figure out how to tag a blueprint, but I want to be able to find the world coordinates of the top of a mesh, subtract 20 (for the fancy border that should stay above ground), and have that new coordinate sink down to the location of where the pillar’s root node was(in world location). I think that the VInterp To would be used for the movement of the pillar, and I think Get Actor Bounds would be used to find the top of the mesh, except for the fact that Get Actor Bounds does not seem to define where it thinks ‘Box Extent’ is (one of the outputs of Get Actor Bounds). I want to use Get Actor Bounds or something like it so that I can have pillars of many different heights and still have this operation work on all of them. Please, if anyone has any idea of how to get this to work, I’d love the help.
I think that Box Extents can be obtained only from a Box component.
You can get Local Bounds for a Mesh component of an actor, which has min and max values for each axis.
You can get World Scale for a Mesh component of an actor.
Bear in mind a mesh has spherical bounds too, which has a radius which might be much bigger than the actual mesh. So far as I can tell World Scale obtained from a mesh is the size of the spherical bounds. I may be wrong about it, but when I make a Box component scale to a Mesh component’s world scale it is always somewhat larger than the mesh.
I’d like to know how to accurately set an actor’s box component to match the exact size (whatever it’s current scale) of a component staticmesh, to use in a construction script function in blueprint.
Just a note — for the Pillar’s fancy border problem, instead of VInterpTo on the pillar make the pillar follow the border. Do a VInterpTo on the border and just drop it to ground height using a Trace vertical exluding the pillar geo. That’s assuming the trace returns a distance from start to hit. You could alternatively, VInterp the border to the obtained location of the pillar’s pivot Z supposing that’s the bottom of the pillar.