The hit result is generated from a single line trace in forward direction of actor (GetActorForwardVector).
const FRotator Rotation = (CurrentLedge.ForwardHitResult.ImpactNormal * -1).ToOrientationRotator();
// Get right side of the current forward hit impact point
FVector RightDirection = FRotationMatrix(Rotation).GetUnitAxis(EAxis::Y);
// This is the final point in right direction
FVector CapsuleLocation = CurrentLedge.ForwardHitResult.ImpactPoint + RightDirection * 15.0f;
This is what i came up with, it seems to work so far!