How can I get the FHitResult from AddLocalOffset with sweep without moving the component?

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);