AActor::GetComponentsBoundingBox
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtualconst
Description
Returns the world-space axis-aligned bounding box enclosing all registered components on this actor. Uses cached component bounds, making it fast for per-frame queries.
Caveats & Gotchas
- • The returned FBox may be invalid (IsValid() == false) if the actor has no registered primitive components — always check IsValid() before using the result for spatial logic.
- • Child actor components are not included unless bIncludeFromChildActors is true, which can cause surprising empty or undersized boxes on actors that delegate their mesh to a child actor.
Signature
ENGINE_API virtual FBox GetComponentsBoundingBox(bool bNonColliding = false, bool bIncludeFromChildActors = false) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bNonColliding | bool | If true, non-colliding components are included in the bounding box calculation. | false |
| bIncludeFromChildActors | bool | If true, recursively includes components from actors attached via ChildActorComponents. | false |
Return Type
FBox Example
Get bounding box to size an overlap sphere C++
FBox Box = MyActor->GetComponentsBoundingBox(/*bNonColliding=*/true);
if (Box.IsValid)
{
FVector Origin, Extent;
Box.GetCenterAndExtents(Origin, Extent);
float Radius = Extent.Size();
// Use Radius to set a detection sphere
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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