Problems with LineTracing and Childblueprints

void ABaseCharacter::RequestFire()
{
ABaseCharacter* PlayerCharacter = Cast(GetWorld()->GetFirstPlayerController());

		FVector CameraLocation;
		FRotator CameraRotation;

		FVector ViewLocation = GetWorld()->GetFirstPlayerController()->GetCharacter()->GetMesh()->GetSocketLocation(TEXT("ViewSocket"));
		GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint(CameraLocation, CameraRotation);
		FVector StartTrace = ViewLocation;
		FVector EndTrace = ViewLocation + (CameraRotation.Vector() * 10000.0);
		FHitResult HitResult(ForceInit);
		FCollisionQueryParams TraceParams(FName(TEXT("WeaponTrace")), true, this);
		TraceParams.bTraceAsyncScene = true;
		TraceParams.bReturnPhysicalMaterial = true;


		if (GetWorld()->LineTraceSingleByChannel(HitResult, StartTrace, EndTrace, ECC_Visibility, TraceParams))
		{
			DrawDebugLine(GetWorld(), StartTrace, EndTrace, FColor(255, 0, 0), true);

			if (HitResult.GetActor())
			{
				UE_LOG(LogTemp, Warning, TEXT("Hit Actor: %s"), *HitResult.GetActor()->GetName());

				if (CurrentWeapon)
				{
					UE_LOG(LogTemp, Warning, TEXT("Used Weapon : %s"), *CurrentWeapon->GetName());
					SendDamageRequest(HitResult.GetActor(), CurrentWeapon->GetWeaponDamage());
				}
				else {
					UE_LOG(LogTemp, Warning, TEXT("CurrentWeapon NULL"));
				}
			}
			else {
				UE_LOG(LogTemp, Warning, TEXT("No Actor Found"))
			}
		}
		else {
			UE_LOG(LogTemp, Warning, TEXT("Did not Hit anything!"))
		}
}

This is called when I press the Fire-button.