Doing a line trace from a normal Vector to a radius around the normal Vector

Someone on the Unreal Slackers discord solved this giving me the following code:

FVector const Origin = RV_Hit.ImpactPoint;
FVector const Normal = RV_Hit.ImpactNormal;
float const Radius = 40.0f;

FMatrix const Matrix = FRotationMatrix::MakeFromX(Normal);
FVector const Right = Matrix.GetUnitAxis(EAxis::Y);

int32 const PointCount = 16;
float const AngleDelta = 360.0f / PointCount;
for (int32 i = 0; i < PointCount; ++i)
{
float const RotationAngle = i * AngleDelta;
FVector const Vector = Right.RotateAngleAxis(RotationAngle, Normal);

FVector const Point = Origin + Vector * Radius;
DrawDebugSphere(GetWorld(), Point, 10.0f, 8, FColor::Red, true, 0.01f);
}