Quick answer: Trace from the camera to the target each frame and fade or restyle the marker when the line is blocked, keeping it dimmer or outlined when occluded.

An objective marker punches through walls at full brightness, so players cannot tell whether the target is in front of them or behind cover. Here is how to fix it.

How to fix it

1. Trace to the target

Each frame do a line trace from the camera to the target; if it hits geometry first, the marker is occluded.

2. Fade or restyle when occluded

Lower the marker's opacity or switch to an outlined style when occluded, and restore full opacity when the target is in clear line of sight.

3. Throttle the trace

Run the occlusion trace a few times per second rather than every frame, interpolating the opacity, so the test does not cost a full per-frame raycast.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.