Haven't changed it, but you should not be getting anything from GetBoundingBox when called on a non-actor/non-projectile. Did you mean GetBoundingRadius? That one hasn't changed either.
Yes, I meant GetBoundingRadius (copy paste mistake)
Funny:
With the WeapIronLongsword, it behaves like mentioned:
The mesh for WeapIronLongsword has its origin on the hilt.
From the origin to the tip of the blade = 70 units
From the origin to the other end (at the hilt) = 10 units
Total length = 80 units
GetBoundingRadius returns 40 (half the length)
With the AnvilLCHouse03 (the static that I tested previously)
From the origin to the western wall = 550 units
From the origin to the eastern wall = 1000 units
Total length = 1550 units
GetBoundingRadius returns 1050 (actually 1047.95)
Anyway, it is not half the length, like the sword.
And it is not the largest dimension from the origin of the mesh, as I assumed earlier.
Did some more precise measuring of the AnvilLCHouse03 and:
Bounding box dimensions are: X: 1557 . . Y: 910 . . Z: 611
A sphere centered on the mesh origin should have a radius of 1160 (from the mesh origin to the outermost corner)
A sphere centered on the geometric center of the mesh should have a radius of 950 (half the 3D diagonal length of 1904)
Not sure how GetBoundingRadius calculates the result of 1050
(measurements calculated in game by placing XMarkers on opposite corners of the bounding box and using GetDistance to get the values)