Either in Blueprints or C++ code, using all GetBounds nodes availables, UE returns oversized bounds when calculate from SkeletalMesh. Also, the center (red dot) it’s in an incorrect position at the SkeletalMesh.
I am also facing this issue. Additionally the bounding box is always in world coordinates, I would prefer the box to rotate with the object. Is there a way to achieve that?
I’m pretty sure bounds are calculated based on worst case pose for your skeletal mesh. If you imagine your skeletal mesh extending all of its joints out so that it has the largest bounds possible, that’s the only bounds you’ll ever see. I think this probably isn’t calculated dynamically to avoid per-frame overhead of doing so.
Use GetImportedBounds() on your skeletalMeshComponentObjectReference.getSekeltalMesh()
Sorry to necro this thread, I hope people will find this helpful.