I’ve tried with just WorldStatic but still the same.
I’ve just tried it with C++ but I’m still getting the wrong impact location. I’ve added the code below to replace the default jump function of the game character class from the 3rd person template.
TArray<FHitResult> hitResults;
const FVector start = GetActorLocation();
const FVector end = start + FVector(1.0f, 0.0f, 0.0f);
FCollisionObjectQueryParams objectList;
objectList.AddObjectTypesToQuery(ECC_WorldStatic);
GetWorld()->SweepMulti(hitResults, start, end, FQuat(), FCollisionShape::MakeSphere(50.0f), FCollisionQueryParams(), objectList);
for (int32 HitIdx = 0; HitIdx<hitResults.Num(); ++HitIdx) {
FHitResult const& Hit = hitResults[HitIdx];
::DrawDebugPoint(GetWorld(), Hit.ImpactPoint, 15.0f, (Hit.bBlockingHit ? FColor::Red : FColor::Green), true, 3.0f);
}