How to check if an actor is occluded?

what do you think i should use as the start and end of the trace? i would personally use a " get socket location" from the character mesh as the start and get the camera rotation’s forward vector multiplied by 2500 added to the head location as the end. problem with that is: if i set the sphere trace’s radius to something that will fill the whole screen it just collides with the ground and nothing really works