That's what I do, I call getWorldTransform(), here for SpriteNode's boundingRect :
http://pastebin.com/jvqTRdrTsf::FloatRect SpriteNode::getBoundingRect()
{
return getWorldTransform().transformRect(mSprite.getGlobalBounds());
}
And I output getBoundingRect.left here in Obstacle.cpp:
http://pastebin.com/xhPtNMc2 // MChildren.at(0) is one of the SpriteNode's attached to the TubeObstacle Entity
std::cout << mChildren.at(0)->getBoundingRect().left << std::endl; // output is always 0, but his Parent is moving to left