TraceParams = new FCollisionQueryParams();
TraceParams.bTraceComplex = false;
TraceParams.AddIgnoredActor(this);
ResponseParams = new FCollisionResponseParams(ECR_Overlap);
bool isTrace = World->LineTraceMultiByChannel(HitResult, PlayerLocation, TraceLine, ECC_GameTraceChannel1, TraceParams, *ResponseParams);
my raycast overlap everything how do I make it work?