Detect collisions around a Sphere with MultiLineTrace

I’m using a LineTrace to get the location of a second pawn (which is blocked by a huge sphere from my initial location) so I can then make a smooth camera transition into it:

Although the blocking hit is detected, unfortunately, he does this using the Shortest Path and doesn’t circumvent the Sphere - which is what I’m trying to achieve, something like this:

I thought of using a MultiLineTrace so when it detects the first blocking hit, it changes the TraceEnd by incrementing some units on the Z axis, but I can’t seem to make it work:


Appreciate any insight, thanks.

Or maybe it’s better to use a SplineComponent to achieve this? So it deforms when colliding with another StaticMesh?

I wonder if a Sphere Collision would work better.