# Making Occlusion Ray Cast / Line Trace visible for debugging

**URL:** https://qa.fmod.com/t/making-occlusion-ray-cast-line-trace-visible-for-debugging/13504
**Category:** Unreal Engine
**Created:** [October 25, 2017, 5:06pm UTC](https://qa.fmod.com/t/making-occlusion-ray-cast-line-trace-visible-for-debugging/13504 "2017-10-25T17:06:58Z")
**Posts on this page:** 2
**Page:** 1

<div class="post-metadata">

### Author: ![jacobalmond](https://avatars.discourse-cdn.com/v4/letter/j/d26b3c/32.png) [@jacobalmond](https://qa.fmod.com/u/jacobalmond)
#### Post date: [October 25, 2017, 5:06pm UTC](https://qa.fmod.com/t/making-occlusion-ray-cast-line-trace-visible-for-debugging/13504/1 "2017-10-25T17:06:58Z")

</div>

Hi All,

I’ve successfully used the following information to get occlusion to work using line traces / ray casts in Unreal:

[https://www.fmod.com/resources/documentation-api?page=content/generated/engine\_ue4/occlusion.html#/](https://www.fmod.com/resources/documentation-api?page=content/generated/engine_ue4/occlusion.html#/)

I am however seeing issues with the line trace itself - it’s doing unexpected things and thus causing the occlusion effect in FMOD to turn on and off when it shouldn’t be. Does anybody know how I can make the line traces visible in Unreal, so I can debug them?

When doing other kinds of line traces from Unreal Blueprints (for example “LineTraceByChannel”) there is a “Draw Debug Type” which makes it visible. I basically want the equivalent of this, but for the line traces from the FMOD Audio Components.

Thanks!

Jacob

---

<div class="post-metadata">

### Author: ![jacobalmond](https://avatars.discourse-cdn.com/v4/letter/j/d26b3c/32.png) [@jacobalmond](https://qa.fmod.com/u/jacobalmond)
#### Post date: [October 26, 2017, 1:29pm UTC](https://qa.fmod.com/t/making-occlusion-ray-cast-line-trace-visible-for-debugging/13504/2 "2017-10-26T13:29:08Z")

</div>

Figured out a way to do this now. 🙂

Screenshot of blueprint code available here:

[[Album] Imgur ![](https://i.imgur.com/XKhdqI0.jpg?fb "Imgur") ](https://imgur.com/a/FiDbu)

Where in the screenshot it says ‘Engine Sound’ you basically need to substitute that for whichever FMOD audio component you are trying to test occlusion from.
