Line trace returns 0, 0, 0 at max distance

Hi,

I am using line trace in my project to apply radial damage at the hit impact point. When I was testing it, the line trace would apply radial damage at vector (0, 0, 0) if it did not hit anything (shooting towards the sky for example). My initial guess was it probably hit the sky sphere and applied damage at the origin point of the sphere but I have failed to make it apply radial damage at the max distance when not hitting anything. The sky sphere has no collision and it worked fine with apply point damage and apply damage, the max trace distance is starting position plus forward vector times 10,000.
I don’t have the access to the codes right now, but what I wrote was basically like this:

if (World->LineTraceSingleByChannel(Hit, StartLoc, MaxTrace, CustomChannel, Params))
{
      ...Setting up ApplyRadialDamage arguments here...

      UGameplayStatics:;ApplyRadialDamage(World, BaseDamage, Hit.ImpactPoint, Radius, 
      StaticDamage, IgnoreArray, Causer, InstigatorController);
}

Thanks!

Fallback to trace end when there is no hit :

UGameplayStatics::ApplyRadialDamage(World, BaseDamage, Hit.bHit ? Hit.ImpactPoint : MaxTrace, Radius, StaticDamage, IgnoreArray, Causer, InstigatorController);