How to "show collision" of single mesh at runtime

I know that during play I can open the console and type “show collision” to show the collision shapes of every object in the scene.

Is there a way to show the shape on ONE mesh only? (still during play I mean)

I’m also looking for this feature. Can anyone help?

To what end? Any collision components inside an actor can have it’s visibility turned on in it’s settings within the blueprint they are part of.

A little more info on what you are trying to achieve and somebody might have a solution for you.

As far as I am aware there is no way to easily reference a primitive collision shape within a static mesh though.

What is “collision component” in the context of UE4?

I’m trying to show the bounds (actual collision bounds) of the object to the player, so that they can place it into the world precisely.

What is “primitive collision shape” in the context of UE4? Do you mean simple collision? I’m not looking for only simple collisions.

At the moment, I’m digging through the source code to find out how the engine gets the collision boundaries and renders them. I can’t find any explanatory documentation on most of these classes.

Reading through the source code, I found a function called “void FStaticMeshSceneProxy::GetDynamicMeshElements”, which seems to do what I’m looking for, but it doesn’t seem to be referenced by static mesh components, but instead by ism’s and hism’s.