Nachtmahr,
We’ve created a fix for this that will be in 4.13. It’s actually quite simple though, so you should be able to replicate it easily.
// SceneComponent.cpp
// USceneComponent::OnRegister()
void USceneComponent::OnRegister()
{
// ...
#if WITH_EDITORONLY_DATA
if (bVisualizeComponent && SpriteComponent == nullptr && GetOwner() && !GetWorld()->IsGameWorld() )
{
// Create a new billboard component to serve as a visualization of the actor until there is another primitive component
// FIX: Change RF_TextExportTransient to RF_Transient
SpriteComponent = NewObject<UBillboardComponent>(GetOwner(), NAME_None, RF_Transactional | RF_Transient);
// ...
}
#endif
}
Now, when viewing bounds for these components in the editor you still may see the wrong bounds. However, when you actually play the level (even in PIE) they should have the correct bounds.
Thanks,
Jon N.