Visibility Line Tracing with Foliage (UE 4.26)

Hi, I’m using Unreal 4.26 and writing my code in C++.

I am trying to essentially “simulate” a 2D LiDAR unit, where hits with visible items in the scene are recorded. Basically, a few hundred lines are traced at various angles and then lines that intersected with something “visible” are recorded. (The LiDAR has a high field of view, like 270 degrees, which complicates just doing this with a camera render and depth buffer check.)

However, when I try to do this by using line tracing with ECC_Visibility collision channel (see code below), it doesn’t seem to work in all cases. In particular, the tracing works fine for “solid” objects that I placed manually, but landscape foliage like grass are completely ignored.

FHitResult HitResult;
GetWorld()->LineTraceSingleByChannel(
	HitResult,
	StartPoint,
	EndPoint,
	ECollisionChannel::ECC_Visibility
);

For example, the “block” which has collision seems to be detected just fine:

But the LineTrace seems to not detect the grass:

Is there a way to make LineTrace not ignore the landscape foliage (which do not themselves have collision, but are visible)? Or should such a task be done with some other method (and if so, pointers would be much appreciated!)