Hello! You can take a look on code like that, pay attention to ComponentSweepMulti method of UWorld class:
UWorld* const MyWorld = GetWorld();
static const FName TraceTagName = TEXT("MoveComponent");
const bool bForceGatherOverlaps = !ShouldCheckOverlapFlagToQueueOverlaps(*this);
FComponentQueryParams Params(SCENE_QUERY_STAT(MoveComponent), Actor);
FCollisionResponseParams ResponseParam;
InitSweepCollisionParams(Params, ResponseParam);
Params.bIgnoreTouches |= !(GetGenerateOverlapEvents() || bForceGatherOverlaps);
Params.TraceTag = TraceTagName;
bool const bHadBlockingHit = MyWorld->ComponentSweepMulti(Hits, this, TraceStart, TraceEnd, InitialRotationQuat, Params);