Use the actual rendered view, not the camera component transform, for this.
In the Player Controller:
1. Get Viewport Size and multiply it by (0.5, 0.5).
2. Feed that into Deproject Screen to World.
3. Line Trace by Channel with Start = World Position and End = World Position + World Direction * 7500.
4. Put the UMG crosshair in a Canvas Panel with Anchors (0.5, 0.5), Alignment (0.5, 0.5), and Position (0, 0).
This keeps the trace aligned with the crosshair even if the active view differs from the camera component. If you only need the camera ray, use Player Camera Manager → Get Camera Location/Rotation and its forward vector.