Is the First Person Template Crosshair in the wrong place (C++)

Hi,
I have been trying to get a debug line trace to trace to the centre of the screen from the players’ eyes (for item pickup). I have found out where the debug line trace should start which is the camera component location. I also have the end point which is the camera location + the cameras forward vector * distance. I have checked and this should work. The problem is the debug line traces a bit above the crosshair on the screen. Am I just missing something or is the crosshair in the incorrect place? This is the code I am using for the debug trace (There is also a line trace for the actual functionality).

FVector RotVector = FirstPersonCameraComponent->GetForwardVector();
	cameraLoc = FVector(PC->PlayerCameraManager->GetCameraLocation().X, PC->PlayerCameraManager->GetCameraLocation().Y, FirstPersonCameraComponent->GetComponentLocation().Z);
	FVector startPlug = cameraLoc;
	FVector endPlug = startPlug + (RotVector * 5000);
	hit = GetWorld()->LineTraceSingleByChannel(result, startPlug, endPlug, ECC_WorldStatic, CollisonParams);
	DrawDebugLine(GetWorld(), startPlug, endPlug, FColor(255, 0, 0), false, 2.0f);

Yes, it does not take the texture size into account when drawing the crosshair on the screen. You can check out this video to see how to go about fixing it: UE4 FirstPersonCrosshair Fix

Thanks for the reply. This indeed fixed the issue thanks. It’s odd that they haven’t fixed this problem.