Well i made Multi Sweep for sphere and it’s worked:
TArray<FHitResult> arr;
GetWorld()->SweepMulti(arr,
collider->RelativeLocation,
collider->RelativeLocation + collider->GetUpVector() * -updistance,
FQuat::Identity,
FCollisionShape::MakeSphere(69.f),
FCollisionQueryParams::FCollisionQueryParams(false), 0); // painful, but good