Basically I just want a easy way to draw temporary lines between points and the function DrawDebugLines is perfect, besides the fact it doesn’t show up in a packaged program. So my question is is there a easy way to implement DrawDebugLines without that limitation?
DrawDebugLines is usually a developer tool used to debug, so it will lose it’s functional visibility in a packaged project, however you can achieve a similar visual effect in your packaged game through different Unreal utilities.
For instance, you could create your own beam particle without adding any noise modifier, to achieve a “straight line” effect; similar to that seen in DrawDebugLines. I’ve included a screenshot of an actor blueprint, which creates a particle component, then you can set your beam source and target points using a vector variable.
Here is also a link on a tutorial on how to create a beam particle: [Beam Particle (Tutorial)]
It is also possible to use a ULineBatchComponent and it’s draw functions to achieve a line draw within your scene.
I’ve included a link to that documentation here: [UlineBatchComponent]
Hope this helps!
Thank you for your help, worked after some fine tuning.