Why is my trace showing the hit location is the same as the origin?

Hi…

The trace is returning the same location as the origin.

This is my code

	if (bIsFiringCast == true)
	{
		GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red,TEXT("WORKS"));
		bIsFiringCast = false;
		FVector Origin;
		FVector WorldDir;
		Canvas->Deproject(Center, Origin, WorldDir);//Deproject
		GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, FString::SanitizeFloat(Origin.X) + " " + FString::SanitizeFloat(Origin.Y) + " " + FString::SanitizeFloat(Origin.Z) + " is the origin");
		//FCollisionQueryParams constructor
		FCollisionQueryParams TraceParams(FName(TEXT("HUDClick")), false, this);
		//TraceParams.bTraceComplex = true;
		//TraceParams.bTraceAsyncScene = true;
		TraceParams.bReturnPhysicalMaterial = false;

		//Re-initialize hit info
		FHitResult TraceHit = FHitResult(ForceInit);

		GetWorld()->LineTraceSingle(
			TraceHit, //result
			Origin, //start
			Origin + 70000 * WorldDir, //end
			ECC_WorldStatic, //collision channel
			TraceParams
			);
		if (TraceHit.bBlockingHit)
		{
			// Hit.ImpactPoint is your world hit location
			GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, FString::SanitizeFloat(TraceHit.ImpactPoint.X) + " " + FString::SanitizeFloat(TraceHit.ImpactPoint.Y) + " " + FString::SanitizeFloat(TraceHit.ImpactPoint.Z) + " is the hit location ");
		}

	}

Answer found.

I need to ignore the pawn in the hit trace.

This function is executing from the HUD class so
TraceParams.AddIgnoredActor(GetOwningPlayerController()->GetPawn());

Solved