Getting the Camera's Projection Matrix

I have a sphere mesh which acts as a cursor and handles some interaction and overlapping events on scene. I wanted another mesh or billboard whose position follows the sphere but will be closer to the camera, so that I can have an idea of where that sphere is even when it’s being blocked from view.

In order to do that, I will need to obtain, for the very least, the camera’s view projection matrix, so that I can obtain a direction vector from the sphere and a base position of origin. I gathered that FSceneView has functions for converting world space to screen, and vice versa, but how can I obtain the SceneView associated with a camera?

Thank you for any help.

I know that this is probably already solved, but as I came here looking for a way to get the projection matrix, here’s another answer that shows one way to get the FSceneView: Perform Frustum Check - Cinematics & Media - Epic Developer Community Forums