Is there a way to get the bounds of a mesh component before rotation is applied?

Hi Folks,

I would like to the the bounds of an object before the transforms rotation is applied.

Is there a way to do that?

Basically I’m trying to get the local bounds of a mesh component so that I can scale it so that all it’s verts are between zero and 1.

What’s wrong with:

Looks like I can get what I need by casting down to the Static Mesh object bounds.

Would still be nice if I could get this at the mesh component or actor level.

Hi ClockworkOcean,

The issue is that value changes as the object rotates:

I found a solution though.

Casting down to the static mesh object gives me what I need. It would be nice not to have to do so many casts but I can work with that.