AActor::GetActorBounds
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallablevirtual
Description
Computes an axis-aligned bounding box (AABB) for this actor and outputs it as a center origin and half-extents. Useful for placement, UI sizing, and loose spatial queries.
Caveats & Gotchas
- • The bounding box is axis-aligned in world space — it can be significantly larger than the actual mesh for rotated actors. Use the oriented bounding box from the component's BodySetup if you need tight bounds.
- • Skeletal mesh bounds are pre-computed and may not perfectly match the current pose. Calling this every frame for animated characters can return stale or over-estimated extents.
- • If the actor has no renderable or collision components, Origin is set to the actor's location and BoxExtent is (0,0,0) — check for zero extent if you need to validate meaningful bounds.
Signature
ENGINE_API virtual void GetActorBounds(bool bOnlyCollidingComponents, FVector& Origin, FVector& BoxExtent, bool bIncludeFromChildActors = false) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bOnlyCollidingComponents | bool | If true, only components with collision enabled contribute to the bounding box. | — |
| Origin | FVector& | Set to the center of the actor's bounding box in world space. | — |
| BoxExtent | FVector& | Set to half the actor's size in each axis (world space). | — |
| bIncludeFromChildActors | bool | If true, recurse into ChildActorComponents to include their bounds. | false |
Return Type
void Examples
Draw a debug box at the actor's bounding volume on BeginPlay
Blueprint
Draw a debug box around an actor C++
FVector Origin, Extent;
GetActorBounds(false, Origin, Extent);
DrawDebugBox(GetWorld(), Origin, Extent, FColor::Green, false, 2.f); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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