Sorry for the late reply.
I admit, I also had some problems related to objects which had weird looking collision.
For example for the car shown in the picture I uploaded in previous post all corners of Bounding Box are okay, but for some reason when I tried doing the same with MetaHuman it had really weird bounding box.
In that case I remember I went into my actor components and set something with collisions and then it started to work properly. I’m sorry I cannot provide you any picture, but for now I am unable to use Unreal Engine. Try to mess with some components settings to solve that problem and see if anything helped.
The second solution I personally used was decreasing the multipliers of X+/Y+/Z+/X-/Y-Z- in Bounding Box generation. You see, this code generates 8x extends from which bounding box is created so our job is to make sure those extends are not going too far.
I’m trying to say you can modify “manually” the multipliers which create the “distance” of the extends. By putting lower values than “1.0” presented in the original code you can SPLIT STRUCT the vector for certain extend or extends to obtain a possibility of modifying it’s values.
This is a trick I did in my project to “tighten up” a bounding box. Look at the picture I provided below. I splitted the vector into floats and then connected them with float variables like ~ 0.63 to tighten the Bounding Box - making it being closer to the targeted object. I think you can try do the same.
(I’m sorry for the low quality picture.)
I’m sorry for the late reply. 2 weeks has passed and I’m convinced you have found your solution by that time. I’m replying so other people can get a solution if they need it in the future.
