# \#bounds

**URL:** https://forums.unrealengine.com/tag/bounds/2016.md

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## [How to place the centroids of all static meshes at the center of their bounds?](https://forums.unrealengine.com/t/how-to-place-the-centroids-of-all-static-meshes-at-the-center-of-their-bounds/2714944)

<div class="topic-metadata">

**Author:** [@FairboyMarx](https://forums.unrealengine.com/u/FairboyMarx)\
**Replies:** 3\
**Last updated:** [May 8, 2026, 2:15pm UTC](https://forums.unrealengine.com/t/how-to-place-the-centroids-of-all-static-meshes-at-the-center-of-their-bounds/2714944 "2026-05-08T14:15:41Z")

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The default centroid of a static mesh seems to be set to the origin of the mesh, which is strange. Physical simulations can result in excessive rotation or objects penetrating collision zones.However, in order to mainta…

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## [Blueprint actor loses it's bounds in simulation/in-game if it's not selected with mouse (UE5.6.0)](https://forums.unrealengine.com/t/blueprint-actor-loses-its-bounds-in-simulation-in-game-if-its-not-selected-with-mouse-ue5-6-0/2588380)

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**Author:** [@KAIRA\_Deepware](https://forums.unrealengine.com/u/KAIRA_Deepware)\
**Replies:** 2\
**Last updated:** [January 24, 2026, 6:29am UTC](https://forums.unrealengine.com/t/blueprint-actor-loses-its-bounds-in-simulation-in-game-if-its-not-selected-with-mouse-ue5-6-0/2588380 "2026-01-24T06:29:15Z")

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I’ve created a blueprint actor (pawn) and replaced it’s default root with a static mesh component. Collision object type is set as PhysicsBody. Everything works fine if the pawn is player controlled but in AI control the…

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## ["Get Component Bounds" not returning correct bounds on diagonally rotated mesh](https://forums.unrealengine.com/t/get-component-bounds-not-returning-correct-bounds-on-diagonally-rotated-mesh/483469)

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**Author:** [@Owl\_Theory](https://forums.unrealengine.com/u/Owl_Theory)\
**Replies:** 3\
**Last updated:** [September 23, 2025, 8:03pm UTC](https://forums.unrealengine.com/t/get-component-bounds-not-returning-correct-bounds-on-diagonally-rotated-mesh/483469 "2025-09-23T20:03:35Z")

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I’m using UE4 4.26.1. Hi! I’m having difficulty retrieving the exact bounds of a custom static mesh. As a demonstration, I’m rotating two objects diagonally. I using this logic draw the bounds: In my game, I require …

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## [Hole in nav mesh bounds volume](https://forums.unrealengine.com/t/hole-in-nav-mesh-bounds-volume/423489)

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**Author:** [@ViceVersa](https://forums.unrealengine.com/u/ViceVersa)\
**Replies:** 2\
**Last updated:** [November 13, 2024, 9:21am UTC](https://forums.unrealengine.com/t/hole-in-nav-mesh-bounds-volume/423489 "2024-11-13T09:21:36Z")

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There is a hole in my nav mehs bounds volume from a blueprint. I deleted the blueprint and the hole is still there. I tried building the paths, moving the volume, deleting the volume building the paths and then adding …

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## [Is there a way to disable a skeletal mesh's bone from being considered for the bounding box at runtime?](https://forums.unrealengine.com/t/is-there-a-way-to-disable-a-skeletal-meshs-bone-from-being-considered-for-the-bounding-box-at-runtime/1902352)

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**Author:** [@Hammerhead\_Anims](https://forums.unrealengine.com/u/Hammerhead_Anims)\
**Replies:** 0\
**Last updated:** [June 13, 2024, 10:54pm UTC](https://forums.unrealengine.com/t/is-there-a-way-to-disable-a-skeletal-meshs-bone-from-being-considered-for-the-bounding-box-at-runtime/1902352 "2024-06-13T22:54:25Z")

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Hey, As far as I understand it, a skeletal mesh’s bounding box is determined by the shapes/bodies in its physics asset. I know there’s an option for “Consider for Bounds” in the physics asset editor, but is there a way …

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## [C+ Override Actor Bounds](https://forums.unrealengine.com/t/c-override-actor-bounds/1808336)

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**Author:** [@fclushio](https://forums.unrealengine.com/u/fclushio)\
**Replies:** 0\
**Last updated:** [April 17, 2024, 4:59pm UTC](https://forums.unrealengine.com/t/c-override-actor-bounds/1808336 "2024-04-17T16:59:32Z")

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I want to override Actor Bounds that could be observed for example via Editor as a blue box. I need to extend/shrink/change center of particular object. I’ve tried overriding void AActor::GetActorBounds(bool bOnlyC…

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## [Line Trace 360 around mesh](https://forums.unrealengine.com/t/line-trace-360-around-mesh/1626160)

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**Author:** [@XxpiingyxX](https://forums.unrealengine.com/u/XxpiingyxX)\
**Replies:** 13\
**Last updated:** [January 25, 2024, 11:02am UTC](https://forums.unrealengine.com/t/line-trace-360-around-mesh/1626160 "2024-01-25T11:02:36Z")

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Like the title says, I would like to line trace 360 degrees around a mesh. I am sorry for any confusion this might cause you, but I have rewritten this question a lot of times now and I think I have made myself more and…

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## [How can you get the center of actor/component when the pivot is off center?](https://forums.unrealengine.com/t/how-can-you-get-the-center-of-actor-component-when-the-pivot-is-off-center/380629)

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**Author:** [@SbingBong](https://forums.unrealengine.com/u/SbingBong)\
**Replies:** 7\
**Last updated:** [January 14, 2024, 2:59pm UTC](https://forums.unrealengine.com/t/how-can-you-get-the-center-of-actor-component-when-the-pivot-is-off-center/380629 "2024-01-14T14:59:54Z")

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I know there’s getcomponentbounds, getimportedbounds, etc., but I’m at a loss for ideas to get a mesh’s dimensions or center (which those functions imply to be able to do) when the pivot/mesh origin is not at the center …

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## [Get Mesh bounds center location?](https://forums.unrealengine.com/t/get-mesh-bounds-center-location/340492)

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**Author:** [@intoxicat3](https://forums.unrealengine.com/u/intoxicat3)\
**Replies:** 3\
**Last updated:** [January 14, 2024, 3:00pm UTC](https://forums.unrealengine.com/t/get-mesh-bounds-center-location/340492 "2024-01-14T15:00:57Z")

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How to get mesh bounds center location? There is Get Component Bounds node which have box extend and origin - but I can’t find center of the sphere bounds…

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## [How to get instance bounds/size?](https://forums.unrealengine.com/t/how-to-get-instance-bounds-size/408168)

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**Author:** [@Slavq](https://forums.unrealengine.com/u/Slavq)\
**Replies:** 7\
**Last updated:** [December 28, 2023, 6:21am UTC](https://forums.unrealengine.com/t/how-to-get-instance-bounds-size/408168 "2023-12-28T06:21:35Z")

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Is it possible to get instanced mesh component instance bounds or size? The bound nodes seems to return bounds of whole component, not individual instance. I’ve also tried this custom expression: Primitive.LocalObjectB…

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## [3D Text Bounding Box 5.2](https://forums.unrealengine.com/t/3d-text-bounding-box-5-2/1212766)

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**Author:** [@JDARRAS](https://forums.unrealengine.com/u/JDARRAS)\
**Replies:** 0\
**Last updated:** [June 27, 2023, 8:56pm UTC](https://forums.unrealengine.com/t/3d-text-bounding-box-5-2/1212766 "2023-06-27T20:56:34Z")

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Hello, I have the feeling that the bounding box for 3D Text changed with version 5 of Unreal. I don’t understand why I have to divide the result of “get owner” + “get Actor Bounds” by almost 10000 to have a box scale at…

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## [Nav mesh bounds seem to stop working randomly](https://forums.unrealengine.com/t/nav-mesh-bounds-seem-to-stop-working-randomly/476832)

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**Author:** [@anonymous\_user\_39013bbb](https://forums.unrealengine.com/u/anonymous_user_39013bbb)\
**Replies:** 2\
**Last updated:** [June 19, 2023, 4:03pm UTC](https://forums.unrealengine.com/t/nav-mesh-bounds-seem-to-stop-working-randomly/476832 "2023-06-19T16:03:02Z")

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I have a few nav mesh bounds in my scene. They’re all coming up green but when I spawn enemies into them (I’m using the spawn AI), they seem to not be able to detect or move on them. This is sometimes fixed with build ge…

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## ["Skipping dirty area creation because of empty bounds" Warning](https://forums.unrealengine.com/t/skipping-dirty-area-creation-because-of-empty-bounds-warning/477474)

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**Author:** [@Evigmae](https://forums.unrealengine.com/u/Evigmae)\
**Replies:** 23\
**Last updated:** [April 26, 2023, 2:27am UTC](https://forums.unrealengine.com/t/skipping-dirty-area-creation-because-of-empty-bounds-warning/477474 "2023-04-26T02:27:58Z")

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LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds Any ideas on how to fix this LogNavitationDirtyArea Warning? I can’t find literally anything on this. Thanks!

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## [How to set In-Game Bounds in Physics Asset?](https://forums.unrealengine.com/t/how-to-set-in-game-bounds-in-physics-asset/769175)

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**Author:** [@AtaruIsBack](https://forums.unrealengine.com/u/AtaruIsBack)\
**Replies:** 2\
**Last updated:** [February 21, 2023, 11:07am UTC](https://forums.unrealengine.com/t/how-to-set-in-game-bounds-in-physics-asset/769175 "2023-02-21T11:07:47Z")

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Hello everyone, I added physics to a character’s tail and now the in-game bound of the mesh includes the tail only, ignoring the rest of the character mesh. If I turn the bounds visualization on in the Mesh viewport, t…

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## [StaticMesh and SkeletalMesh has differents bounds size](https://forums.unrealengine.com/t/staticmesh-and-skeletalmesh-has-differents-bounds-size/407255)

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**Author:** [@jcastro0x](https://forums.unrealengine.com/u/jcastro0x)\
**Replies:** 5\
**Last updated:** [January 18, 2023, 1:59pm UTC](https://forums.unrealengine.com/t/staticmesh-and-skeletalmesh-has-differents-bounds-size/407255 "2023-01-18T13:59:30Z")

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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. In othe…

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## [How to get the bounds of a static mesh in construction script](https://forums.unrealengine.com/t/how-to-get-the-bounds-of-a-static-mesh-in-construction-script/736585)

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**Author:** [@SteviPevi\_TheOne](https://forums.unrealengine.com/u/SteviPevi_TheOne)\
**Replies:** 1\
**Last updated:** [December 26, 2022, 11:45pm UTC](https://forums.unrealengine.com/t/how-to-get-the-bounds-of-a-static-mesh-in-construction-script/736585 "2022-12-26T23:45:17Z")

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Hey, I need to get the bounds of a static mesh in construction script. The problem is, it comes from an exposed variable. If I set the static mesh directly in the blueprint by default, I can get the bounds, but when I …

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## [Memory Heap Size HTML5](https://forums.unrealengine.com/t/memory-heap-size-html5/437025)

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**Author:** [@Tabacudo](https://forums.unrealengine.com/u/Tabacudo)\
**Replies:** 2\
**Last updated:** [June 14, 2022, 6:12pm UTC](https://forums.unrealengine.com/t/memory-heap-size-html5/437025 "2022-06-14T18:12:57Z")

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Hello guys! I’m getting “Uncaught RuntimeError: memory access out of bounds” when I run my app in Chrome. I’ve searched and the solutions seems to be changing the memory heap size in Project Settings. I searched for th…

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## [Place actor on his bottom bound - how?](https://forums.unrealengine.com/t/place-actor-on-his-bottom-bound-how/302879)

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**Author:** [@Slavq](https://forums.unrealengine.com/u/Slavq)\
**Replies:** 2\
**Last updated:** [December 1, 2021, 3:30am UTC](https://forums.unrealengine.com/t/place-actor-on-his-bottom-bound-how/302879 "2021-12-01T03:30:00Z")

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When i drop items from my inventory, i want to place them on ground. So i do a Line Trace down and set its location to hit location. It works fine, but different items have different pivot points - which causes ‘sinking’…

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## [How to prevent widget stop rendering after going out of Canvas Panel bounds???](https://forums.unrealengine.com/t/how-to-prevent-widget-stop-rendering-after-going-out-of-canvas-panel-bounds/439127)

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**Author:** [@Xukapy](https://forums.unrealengine.com/u/Xukapy)\
**Replies:** 1\
**Last updated:** [November 25, 2021, 12:24pm UTC](https://forums.unrealengine.com/t/how-to-prevent-widget-stop-rendering-after-going-out-of-canvas-panel-bounds/439127 "2021-11-25T12:24:35Z")

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Hello! I have a widget that generates dungeon map from top left corner of Canvas Panel. I implemented widgets panning inside my “Container” widget. So I want to move map somewhat like in Darkest Dungeon. But when widget…

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## [How to Get Skeletal Mesh In-Game Bounds](https://forums.unrealengine.com/t/how-to-get-skeletal-mesh-in-game-bounds/405517)

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**Author:** [@AngularRat](https://forums.unrealengine.com/u/AngularRat)\
**Replies:** 2\
**Last updated:** [October 1, 2021, 9:17am UTC](https://forums.unrealengine.com/t/how-to-get-skeletal-mesh-in-game-bounds/405517 "2021-10-01T09:17:22Z")

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I’m trying to get the bounds for a Skeletal Mesh component in an actor. If I just use the GetBounds blueprint node, I get a sphere (or box extents) back that is much larger than the actual mesh, presumably because the s…

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## [Array Assertion failed only in packaged game](https://forums.unrealengine.com/t/array-assertion-failed-only-in-packaged-game/489018)

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**Author:** [@JustThatRio](https://forums.unrealengine.com/u/JustThatRio)\
**Replies:** 0\
**Last updated:** [September 20, 2021, 7:56pm UTC](https://forums.unrealengine.com/t/array-assertion-failed-only-in-packaged-game/489018 "2021-09-20T19:56:31Z")

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There are no circumstances where my game ever logs an error, literally none and I’ve tested it for hours on hours on hours in the editor. so I wanted to get a friend to do some testing, but the game crashes at a very spe…

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## [Generate The Minimum Boudning box of a Mesh Asset](https://forums.unrealengine.com/t/generate-the-minimum-boudning-box-of-a-mesh-asset/486525)

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**Author:** [@KKochiss](https://forums.unrealengine.com/u/KKochiss)\
**Replies:** 0\
**Last updated:** [July 23, 2021, 2:57am UTC](https://forums.unrealengine.com/t/generate-the-minimum-boudning-box-of-a-mesh-asset/486525 "2021-07-23T02:57:34Z")

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I’m trying to use the bounding box of an object to perform some calculations, I assumed that bounding box fit the Mesh it’s designed for very snuggly, but was shocked to see just how much gap there is. Picture below is …

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## [Particle system Question](https://forums.unrealengine.com/t/particle-system-question/486399)

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**Author:** [@N0T\_A\_SWEAT](https://forums.unrealengine.com/u/N0T_A_SWEAT)\
**Replies:** 2\
**Last updated:** [July 20, 2021, 6:27pm UTC](https://forums.unrealengine.com/t/particle-system-question/486399 "2021-07-20T18:27:36Z")

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the particle turns off when im looking away in a certain degree i want it so it stay on even tho im not looking.i have to set it to a very high number in order to fix it. im wondering if anyone knows why?

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## [World Composition questions](https://forums.unrealengine.com/t/world-composition-questions/477329)

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**Author:** [@Cruddynight](https://forums.unrealengine.com/u/Cruddynight)\
**Replies:** 2\
**Last updated:** [January 17, 2021, 12:21pm UTC](https://forums.unrealengine.com/t/world-composition-questions/477329 "2021-01-17T12:21:55Z")

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Hello, I couldn’t find an answer to this question, I apologise in advance if has already been asnwered. I’m using world composition for quite a big map and It’s not clear to me how to manually resize level bounds? Also…

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## [カメラに対してエフェクトがキャラに遮られていると表示されない](https://forums.unrealengine.com/t/topic/475760)

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**Author:** [@hoge5200](https://forums.unrealengine.com/u/hoge5200)\
**Replies:** 1\
**Last updated:** [January 8, 2021, 8:05am UTC](https://forums.unrealengine.com/t/topic/475760 "2021-01-08T08:05:47Z")

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サードパーソンキャラクターの位置によってエフェクトが表示されたり非表示になるので解消したいです。 エフェクトは、機能別サンプルのもので “P\_spark\_burst” というものを自然消滅なしで発生させています。 １枚目の画像が、遮られていないパターンです。 ２枚目の画像が、遮られているパターンです。本来、拡散しているはずの範囲まで急に消えています。 ～試したこと～ エフェクト詳細のバウンズ→Fixed Relativ…

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## [Load procedural level when player near world bounds](https://forums.unrealengine.com/t/load-procedural-level-when-player-near-world-bounds/475669)

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**Author:** [@anonymous\_user\_07e733a2](https://forums.unrealengine.com/u/anonymous_user_07e733a2)\
**Replies:** 1\
**Last updated:** [December 14, 2020, 12:16am UTC](https://forums.unrealengine.com/t/load-procedural-level-when-player-near-world-bounds/475669 "2020-12-14T00:16:51Z")

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Hey all, I’m trying to build a 2D game where the world essentially loops around on itself – where if the player goes past the top of the level, they actually continue at the bottom. I’ve read a bunch of different thread…

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## [Setting bounds for Ribbon particle emitter](https://forums.unrealengine.com/t/setting-bounds-for-ribbon-particle-emitter/291379)

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**Author:** [@TheFear](https://forums.unrealengine.com/u/TheFear)\
**Replies:** 4\
**Last updated:** [October 6, 2020, 6:16am UTC](https://forums.unrealengine.com/t/setting-bounds-for-ribbon-particle-emitter/291379 "2020-10-06T06:16:16Z")

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Hey Guys, I’m having issues with using a Ribbon emitter in my particle System. I am using this for a trail on a missile and the issue I’m having is the trail disappearing when the missile (Particle System origin) goes o…

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## [Small jitter with setactor location with camera](https://forums.unrealengine.com/t/small-jitter-with-setactor-location-with-camera/462151)

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**Author:** [@BoltGoesPro2](https://forums.unrealengine.com/u/BoltGoesPro2)\
**Replies:** 1\
**Last updated:** [March 6, 2020, 10:18am UTC](https://forums.unrealengine.com/t/small-jitter-with-setactor-location-with-camera/462151 "2020-03-06T10:18:58Z")

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Im making a sidescroller and i have set actor location on event tick so i can have camera bounds and there is a small jitter, it’s more visible on the phone, but it’s still there. Is there another way to make camera boun…

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## [Limit relative movment to Box Collision](https://forums.unrealengine.com/t/limit-relative-movment-to-box-collision/456981)

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**Author:** [@TuXsOrDs](https://forums.unrealengine.com/u/TuXsOrDs)\
**Replies:** 5\
**Last updated:** [October 18, 2019, 11:03pm UTC](https://forums.unrealengine.com/t/limit-relative-movment-to-box-collision/456981 "2019-10-18T23:03:07Z")

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I am making a top down rail shooter and I have a player pawn set to move along a spline. The player pawn has a box collision and a child actor. I have a input axis for both moving the child actor forward, Backward, Lef…

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## [My editor crashes randomly - logs say !Primitive-\>Bounds.BoxExtent.ContainsNaN()](https://forums.unrealengine.com/t/my-editor-crashes-randomly-logs-say-primitive-bounds-boxextent-containsnan/456448)

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**Author:** [@noblweb](https://forums.unrealengine.com/u/noblweb)\
**Replies:** 1\
**Last updated:** [October 6, 2019, 9:00pm UTC](https://forums.unrealengine.com/t/my-editor-crashes-randomly-logs-say-primitive-bounds-boxextent-containsnan/456448 "2019-10-06T21:00:52Z")

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I’m developing a big 4x4km openworld RPG. I can’t pinpoint the exact time that testing the game started crashing my editor (or my GPU) - screen goes dark, can still hear PC humming but can’t do anything - have to restart…

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