You can do a linetrace/raycast from any point in space.
FVector Start = GetActorLocation(); // this is a location from which the linetrace will start, you can use your actor's location for this
FVector End = GetActorForwardVector() * TraceLength + Start; // Just replace TraceLength with your value, this is just a linetrace length
FHitResult Hit;
ECollisionChannel Channel = ECollisionChannel::ECC_Visibility;
FCollisionQueryParams Params;
Params.AddIgnoredActor(this);
GetWorld()->LineTraceSingleByChannel(Hit, Start, End, CollisionChannel, Params);