What is the correct way to use DrawDebugSphere?

I’m following some Udemy tutorials, and I got to a point where it wants us to generate a debug position visual using DrawDebugSphere. Following the guidance of the tutorial however, I cannot seem to get it to work. I don’t receive any errors at all - just nothing renders.

To debug this and figure it out, I’ve created an entire stand-alone First Person project with only this SceneComponent added to the project. When I add this code to a blueprint and I press my action button that calls the DrawTest function, the output of “Test!” does display in the console, however I don’t see any debug sphere drawn in the world at all. I’ve tried a handful of different distances (40, 400) and no luck.

Could someone please advise on what I’m doing wrong? Thank you!

.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Components/SceneComponent.h"
#include "DebugVisualTester.generated.h"


UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class HOPEFULLYNOTCORRUPT_API UDebugVisualTester : public USceneComponent
{
	GENERATED_BODY()

public:	
	// Sets default values for this component's properties
	UDebugVisualTester();

protected:
	// Called when the game starts
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

	UFUNCTION(BlueprintCallable)
	void DrawTest();
};

.cpp

// Fill out your copyright notice in the Description page of Project Settings.


#include "DebugVisualTester.h"

// Sets default values for this component's properties
UDebugVisualTester::UDebugVisualTester()
{
	// Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
	// off to improve performance if you don't need them.
	PrimaryComponentTick.bCanEverTick = true;

	// ...
}


// Called when the game starts
void UDebugVisualTester::BeginPlay()
{
	Super::BeginPlay();

	// ...
	
}


// Called every frame
void UDebugVisualTester::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

	// ...
}

void UDebugVisualTester::DrawTest()
{
	FVector Start = GetComponentLocation();
	FVector End = Start * 40;
	DrawDebugSphere(GetWorld(), End, 10, 10, FColor::Blue, true, 5);

	UE_LOG(LogTemp, Display, TEXT("Test!"));
}

I’m not familiar with the C++ but it looks like it’s missing DepthPriority and Thickness, if this is the right reference: FLatentDrawCommand::DrawDebugSphere | Unreal Engine Documentation

Thickness is the one that’ll get ya in blueprints, being 0 (invisible) by default.