Problem with LineTraceSingleByChannel

This is my code

	FHitResult* hitResult = new FHitResult();
	FVector StartTrace = Player->GetActorLocation();
	FVector EndTrace = CoverSpotsInOrder[i]->GetActorLocation();

	//FCollisionQueryParams* TraceParams = new FCollisionQueryParams();
	if (GetWorld()->LineTraceSingleByChannel(*hitResult, StartTrace, EndTrace, ECC_Visibility))
	{
		DrawDebugLine(GetWorld(), StartTrace, EndTrace, FColor(255.0, 0, 0), true);
		UE_LOG(LogTemp, Warning, TEXT("CoverSystem %s"), *hitResult->Actor->GetName());

		if (hitResult->Actor->GetName() != "Player")
		{
			//GEngine->AddOnScreenDebugMessage(-1, 5.0, FColor::Red, FString::Printf("You hit %s", hitResult->Actor->GetName()));
			temp = CoverSpotsInOrder[i];
			CoverSpotsInOrder.Empty();
			return temp;
		}
	}

Unfortunately, the line trace goes through all objects straight to Player. I have the collision settings on all objects set to BlockAll. Any idea whats wrong?

SOLVED, accidently had my ue_log in the wrong spot. Thanks!