How to Get Skeletal Mesh In-Game Bounds

I’m trying to get the bounds for a Skeletal Mesh component in an actor. If I just use the GetBounds blueprint node, I get a sphere (or box extents) back that is much larger than the actual mesh, presumably because the skeleton extends beyond the actual mesh in this case.

However, in the Editor mesh viewer, there is an option to show “In-Game Bound”, which immediately shows a smaller bounding box and sphere that is EXACTLY what I want to actually get.

Is there a blueprint node that will give me that same In-Editor “In-Game Bound” info that I can see in the mesh editor? If not, is there a C++ method to get the same info?

SkeletalMesh->GetImportedBounds()

I had a similar issue, with ImportedBounds being way bigger than actual bounds. I solved it by computing the bounds from the PhysicsAsset instead.

SkeletalMesh->PhysicsAsset->CalcAABB(this, FTransform::Identity)
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