get_actor_bounds
Measure an actor's aggregate world-space bounding box in the Unreal Editor, filtering components, to verify placement, footprint, or whether spawned geometry exists.
Instructions
Measure how BIG an actor really is: its aggregate world-space bounding box (origin, half-extent, min, max) in the EDITOR world. The size oracle for placement and footprint questions, and the honest test for "did that volume/brush actually get built" -- a spawned volume whose extent comes back (0,0,0) has no geometry no matter what the spawning tool reported. Its components filter is the reason to prefer it over reading a component property: "all" (default, AActor::GetActorBounds -- inflated by interaction/trigger shapes), "colliding" (only collision-enabled components) or "mesh"/"rendered" (UMeshComponent geometry ONLY, so trigger spheres/boxes are excluded and the box hugs what you actually see). Editor world only -- for a PIE-world footprint use overlap_scene/raycast_scene with a world selector.
Returns: { actor_name: string, components: string, valid: bool, component_count: int, origin: {x,y,z}, extent: {x,y,z}, min: {x,y,z}, max: {x,y,z} } -- valid=false with a zero extent means no contributing geometry was found
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| actor_name | Yes | Actor name or editor label | |
| components | No | Which components contribute: "all" (default; everything, trigger shapes included) | "colliding" (collision-enabled only) | "mesh" | "rendered" (UMeshComponent geometry only) | |
| include_child_actors | No | Include child-actor components' bounds. Defaults to false. |