AActor::CalculateComponentsBoundingBoxInLocalSpace
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtualconst
Description
Calculates the actor-local-space bounding box of all components by recalculating component local bounds each time. Slower than GetComponentsBoundingBox but returns a tight box in the actor's own coordinate space.
Caveats & Gotchas
- • Local bounds are NOT cached — this function recalculates them every call, so avoid calling it per-frame on many actors; use GetComponentsBoundingBox (which uses cached world bounds) when absolute accuracy is not required.
- • The result is in actor local space, not world space; multiply by the actor's transform to compare with world-space positions.
Signature
ENGINE_API virtual FBox CalculateComponentsBoundingBoxInLocalSpace(bool bNonColliding = false, bool bIncludeFromChildActors = false) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bNonColliding | bool | If true, non-colliding components contribute to the box. | false |
| bIncludeFromChildActors | bool | If true, recurse into child actor components. | false |
Return Type
FBox Example
Compute local-space extents for a mesh fitting algorithm C++
FBox LocalBox = MyActor->CalculateComponentsBoundingBoxInLocalSpace(true);
if (LocalBox.IsValid)
{
FVector LocalExtent = LocalBox.GetExtent();
// Scale actor to fit inside a unit cube
FVector NewScale = FVector(1.f) / (2.f * LocalExtent);
MyActor->SetActorScale3D(NewScale);
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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