I had the same issue while trying to get multiplayer networked – the ComponentOverlap hit result for the server would work fine, but the clients wouldn’t. If the ComponentOverlap doesn’t fire immediately, then the 2 areas can merge slightly. In this case, there are infinitely many overlapping points so it chooses (0,0,0) for vectors. I solved this by having a point on my projectile that it chooses if the location vector is (0,0,0).
Here was the post that helped: https://forums.unrealengine.com/showthread.php?124652-Overlap-hit-return-all-0s-result-Get-Velocity-for-a-collision-box-in-a-blueprint-return-all-0s