LineTraceSingleByChannel not working in packaged game

[UE4.27] LineTraceSingleByChannel not working in packaged game (works in editor)

Description

I am using Unreal Engine 4.27 (official source version from GitHub) to develop a multiplayer game with a dedicated server.

In my game world, I spawn a base that generates AI allies through a widget. The base is a Destructible Mesh created with APEX.

I am using LineTraceSingleByChannel to detect collisions, and the issue I am facing is:

  • In the editor (PIE), the collision detection works as expected.
  • In the packaged game (Development build), the collision is not detected.

Code Example

Here is the relevant code for the ray trace:

FHitResult HitResult;
FCollisionQueryParams CollisionParams;
//CollisionParams.bTraceComplex = true;

// Perform the ray trace
bool bHit = GetWorld()->LineTraceSingleByChannel(
    HitResult, 
    StartLocation, 
    EndLocation, 
    ECC_Visibility, 
    CollisionParams
);

UE_LOG(LogLevel, Warning, TEXT("[Server] - Ray Trace Hit Event bHit is: %s"), bHit ? TEXT("True") : TEXT("False"));```

## What I Have Tried

Ensured that the collision settings on the Destructible Mesh are correct.
Tested with bTraceComplex = true, but the issue persists.
Verified that the Destructible Mesh exists in the world when the trace runs.