# What are the methods avaiable to draw lines in unreal engine?

**URL:** <https://forums.unrealengine.com/t/what-are-the-methods-avaiable-to-draw-lines-in-unreal-engine/654052>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [September 22, 2022, 10:57am UTC](https://forums.unrealengine.com/t/what-are-the-methods-avaiable-to-draw-lines-in-unreal-engine/654052 "2022-09-22T10:57:20Z")\
**Posts on this page:** 1\
**Showing post:** 58

<div class="post-metadata">

**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [September 28, 2022, 9:09am UTC](https://forums.unrealengine.com/t/what-are-the-methods-avaiable-to-draw-lines-in-unreal-engine/654052/58 "2022-09-28T09:09:18Z")

</div>

> [@ronyshaji1](#):
>
> Whats your take ?

You will need to go beyond what _blueprints_ offer:

> [@Drawing 2D Lines with 3D Occlusion](https://forums.unrealengine.com/t/drawing-2d-lines-with-3d-occlusion/446498/5):
>
> With the help of engine source FSplineComponentVisualizer::DrawVisualization and some forum posts, this is what I end up with: Basically what I did was extending UPrimitiveComponent class and override these two functions: virtual FPrimitiveSceneProxy\* CreateSceneProxy() override; virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override; Define your own component bounds to deal with frustum culling with CalcBounds. Then create another class …

Also:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/c/6/3c6e9b21805d4161e5524817c518b1b6a7b5e792.png)

The functionality is locked beyond debug lines. Have a look at the animation (the red wireframe) in this [post](https://forums.unrealengine.com/t/radial-impulse-to-ignore-specified-actors/491573/2). 2d lines that respect scene depth.

Never dared to dig that deep but @Rama exposed it all in the Victory Plugin:

> [@Rama's Extra Blueprint Nodes for UE5, No C++ Required!](https://forums.unrealengine.com/t/victory-plugin-ramas-extra-blueprint-nodes-for-ue5-no-c-required/231476):
>
> zap Victory Plugin For UE5 [You Can Easily Create Save Game Images With Victory Plugin for UE5!](https://forums.unrealengine.com/t/victory-plugin-ramas-extra-blueprint-nodes-for-ue5-no-c-required/231476/6) Dear Community, I am making my Victory Plugin for UE5! Please let me know which VictoryPlugin nodes you want most from the UE4 version and I can work on bringing them into UE5! ~ \*\* Community Bonus\*\*: [Easy Way to Activate Your Pineal Gland For Cleaner Coding / Faster Development Cycle](https://forums.unrealengine.com/t/victory-plugin-ramas-extra-blueprint-nodes-for-ue5-no-c-required/231476/48)~ zapzapzapzapzapzapzapzapzapzapzapzapzapzapzapzapzapzap…

Before you proceed to any of the threads he frequents:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/d/8/5d8753ca298c0cafd9e6c52b481be2e348f6f14b.png)

---

_[View the full topic](https://forums.unrealengine.com/t/what-are-the-methods-avaiable-to-draw-lines-in-unreal-engine/654052)._
