GetWorld()-> ComponentSweepMulti (...) ignore Rotation. Why? ((

Hi! I create a door with “UStaticMeshComponent* StaticMeshDoorComponent”.

define
{
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FlatDoor)
		UStaticMeshComponent* StaticMeshDoorComponent;
}

create
{
	StaticMeshDoorComponent =CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMeshDoorComponent"));
	StaticMeshDoorComponent->SetSimulatePhysics(false);
	StaticMeshDoorComponent->AttachTo(RootComponent);
}

bug function. check collision of StaticMeshDoorComponent with all actors in the world. Door actor have FRotator(0.0f,0.0f,.0.0f) rotation.

bool AFlatDoor::SetDoorRotation(const FRotator& rotator, bool opening)
{
	FComponentQueryParams componentParams;
	componentParams.AddIgnoredActor(this);
	TArray<FHitResult> hits;

	if (!GetWorld()->ComponentSweepMulti(
		hits,
		StaticMeshDoorComponent,
		StaticMeshDoorComponent->GetComponentLocation() + FVector(0.0f, 0.0f, 1.0f),
		StaticMeshDoorComponent->GetComponentLocation() + FVector(0.0f, 0.0f, 2.0f),
		GetActorRotation()+rotator,
		componentParams)) 
	{
		StaticMeshDoorComponent->SetRelativeRotation(rotator);
		return true;
	}
	else
	{
		for (int i = 0; i < hits.Num(); i++)
		{
			DrawDebugPoint(GetWorld(), hits[i].ImpactPoint, 10.0f, FColor(255, 0, 0));
			DrawDebugPoint(GetWorld(), hits[i].Location + FVector(0.0f, 0.0f, 5.0f), 10.0f, FColor(0, 0, 255));
			GEngine->AddOnScreenDebugMessage(-1, -1.0f, FColor(0, 255, 0), hits[i].Actor->GetName());
		}

		return false;
	}
}

Collision “StaticMeshDoorComponent” with “bpObject69”. Result: