Yay!
I’m glad you got it working!
PS: Hitnormal = unit vector that is perpendicular to surface of object at hitpoint, so basically, way surface of object itself is facing at point of impact.
so if you hit a big cube that directly below Sun, and you hit cube from top, impact normal will always be point straight up at sun
but if you hit cube on sides, hit normal goes in direction that side of cube is facing.
Impact Normal, quote from Epic’s source .h files
/** Normal of hit from actual contact of trace shape in world space */