Scene Actor's bounding square (screen space)?

Hello,
This message was completely edited, because of my mistake/s.

AFTER 3 YEARS THIS SOLUTION PROVIDED BY @anonymous_user_1ed03e56 STILL WORKS GUYS

Why It didn’t work for me in the first place:
I was constantly testing your solution using “SIMULATE” instead of normal “PLAY”

Why It started working for me:
I was using SIMULATE as the way to test my project, fly in the area really quick and so on. And it was a real problem here for me, because apparently in simulate mode my viewport camera was stuck in one-starting place constantly, which means my active camera-viewport wasn’t couting towards the calculations. Strange, isn’t it?

When I started using a “play - selected viewport” or just “play standalone game” everything started to work fine for me.

I was constantly simulating, because it was really convinient just to fly around the map with the speed of sound, instead of slow paced flying and this is the thing that got me a problem.

Simple graph showing of the problem I encountered while using Simulate:
I was printing the viewport X/Y was a static car and I was constantly getting one set of results no matter how hard I was changing the view of my “active” camera I was flying with. All calculations were coming from the “start” position, which is “static” camera in the picture. Using different way of starting the game like “play in the viewport” (everything else apart from Simulate) was correcting the camera position and making calculations from the active position I was holding.
Solution_Graph

Here is the screen of working solution.
As you can see there is a small delay for debug (red) points, but the solution works and I’m grateful. Thank you lan :slight_smile: