Not sure why you got this impression!
**You Absolutely Can Draw Lines and Points (And Even Arrows) in 3D Space!**
Check out ****DrawDebugHelpers.h****!
You can draw lines and sooo much more, **Epic has really made 3D drawing easy**!
```
/** Draw a debug line */
ENGINE_API void DrawDebugLine(const UWorld* InWorld, FVector const& LineStart, FVector const& LineEnd, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0, float Thickness = 0.f);
/** Draw a debug point */
ENGINE_API void DrawDebugPoint(const UWorld* InWorld, FVector const& Position, float Size, FColor const& PointColor, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw directional arrow **/
ENGINE_API void DrawDebugDirectionalArrow(const UWorld* InWorld, FVector const& LineStart, FVector const& LineEnd, float ArrowSize, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0, float Thickness = 0.f);
/** Draw a debug box */
ENGINE_API void DrawDebugBox(const UWorld* InWorld, FVector const& Center, FVector const& Extent, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw a debug box with rotation */
ENGINE_API void DrawDebugBox(const UWorld* InWorld, FVector const& Center, FVector const& Box, const FQuat& Rotation, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw Debug coordinate system */
ENGINE_API void DrawDebugCoordinateSystem(const UWorld* InWorld, FVector const& AxisLoc, FRotator const& AxisRot, float Scale, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw Debug Circle */
ENGINE_API void DrawDebugCircle(const UWorld* InWorld, const FMatrix& TransformMatrix, float Radius, int32 Segments, const FColor& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw Debug 2D donut */
ENGINE_API void DrawDebug2DDonut(const UWorld* InWorld, const FMatrix& TransformMatrix, float InnerRadius, float OuterRadius, int32 Segments, const FColor& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw a debug sphere */
ENGINE_API void DrawDebugSphere(const UWorld* InWorld, FVector const& Center, float Radius, int32 Segments, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw a debug cylinder */
ENGINE_API void DrawDebugCylinder(const UWorld* InWorld, FVector const& Start, FVector const& End, float Radius, int32 Segments, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
ENGINE_API void DrawDebugCone(const UWorld* InWorld, FVector const& Origin, FVector const& Direction, float Length, float AngleWidth, float AngleHeight, int32 NumSides, FColor const& Color, bool bPersistentLines=false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Used by gameplay when defining a cone by a vertical and horizontal dot products. */
ENGINE_API void DrawDebugAltCone(const UWorld* InWorld, FVector const& Origin, FRotator const& Rotation, float Length, float AngleWidth, float AngleHeight, FColor const& DrawColor, bool bPersistentLines=false, float LifeTime=-1.f, uint8 DepthPriority=0);
ENGINE_API void DrawDebugString(const UWorld* InWorld, FVector const& TextLocation, const FString& Text, class AActor* TestBaseActor = NULL, FColor const& TextColor = FColor::White, float Duration = -1.000000);
ENGINE_API void DrawDebugFrustum(const UWorld* InWorld, const FMatrix& FrustumToWorld, FColor const& Color, bool bPersistentLines = false, float LifeTime=-1.f, uint8 DepthPriority = 0);
/** Draw a capsule using the LineBatcher */
ENGINE_API void DrawDebugCapsule(const UWorld* InWorld, FVector const& Center, float HalfHeight, float Radius, const FQuat& Rotation, FColor const& Color, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0, float Thickness = 0);
/** Draw a debug camera shape. FOV is full angle in degrees. */
ENGINE_API void DrawDebugCamera(const UWorld* InWorld, FVector const& Location, FRotator const& Rotation, float FOVDeg, float Scale=1.f, FColor const& Color=FColor::White, bool bPersistentLines=false, float LifeTime=-1.f, uint8 DepthPriority = 0);
ENGINE_API void FlushDebugStrings(const UWorld* InWorld);
ENGINE_API void DrawDebugSolidBox(const UWorld* InWorld, FVector const& Center, FVector const& Box, FColor const& Color, bool bPersistent=false, float LifeTime=-1.f, uint8 DepthPriority = 0);
ENGINE_API void DrawDebugSolidBox(const UWorld* InWorld, FVector const& Center, FVector const& Extent, FQuat const& Rotation, FColor const& Color, bool bPersistent=false, float LifeTime=-1.f, uint8 DepthPriority = 0);
ENGINE_API void DrawDebugMesh(const UWorld* InWorld, TArray<FVector> const& Verts,
TArray<int32> const& Indices, FColor const& Color, bool bPersistent=false, float LifeTime=-1.f, uint8 DepthPriority = 0);
ENGINE_API void DrawDebugSolidPlane(const UWorld* InWorld, FPlane const& P, FVector const& Loc, float Size, FColor const& Color, bool bPersistent=false, float LifeTime=-1, uint8 DepthPriority = 0);
ENGINE_API void DrawDebugSolidPlane(const UWorld* InWorld, FPlane const& P, FVector const& Loc, FVector2D const& Extents, FColor const& Color, bool bPersistent=false, float LifeTime=-1, uint8 DepthPriority = 0);
```
Wiki Tutorial For You
I even have a wiki on this!
Draw 3D Debug Points Lines and Spheres
https://wiki.unrealengine.com/Draw_3D_Debug_Points,_Lines,_and_Spheres:_Visualize_Your_Algorithm_in_Action
Enjoy!
Rama