There is a DrawDebugBox() command that takes a rotation as a FQuat.
If you don’t feel comfortable with Quaternions use a FRotator and do
rotator.Quaternion() on it.
for visibility, I tried sed visibility both in C++ and editor but nothing appear even when I add a cube from BP driven from Class, Cub getting invisible too in runtime.
code :
tried your code
works for me
had to change the 50 at the end to 1
otherwise the lines are way to thick
do you maybe have more than one scenecomponent on that actor?
GetComponentsBoundingBox() returns a combined bounding box
you could try just getting the box of the component you actually want to show
hmn showing the BoxTrigger in the game works perfectly fine for me
Place a BoxTrigger from modes in game
Set Actor Hidden In game to false in the details setting of that Box Trigger