# Volumetric Shadows wrong when rotating Actor

**URL:** <https://forums.unrealengine.com/t/volumetric-shadows-wrong-when-rotating-actor/316376>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [April 25, 2015, 1:02pm UTC](https://forums.unrealengine.com/t/volumetric-shadows-wrong-when-rotating-actor/316376 "2015-04-25T13:02:24Z")\
**Posts on this page:** 1\
**Showing post:** 9

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**Author:** ![dokipen](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dokipen/32/1145419_2.png) [@dokipen](https://forums.unrealengine.com/u/dokipen)\
**Post date:** [April 28, 2015, 8:40pm UTC](https://forums.unrealengine.com/t/volumetric-shadows-wrong-when-rotating-actor/316376/9 "2015-04-28T20:40:05Z")

</div>

It started off as the same as the calcBounds() code here which is what is used in the video…

the bounds must be getting rotated because they are transformed by the localtoworld matrix. ive tried an aabb box but couldnt get that to work.

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