SphereTraceMulti only detects one actor at a time

Hello. I am having difficulty as to why my spherecastmulti from KismetSystemLibrary only detects one actor at a time. here is my code for the sphere tracing. At first it was working as usual but the next day I open my project it started to behave this way.

const FVector CameraDirection = FRotationMatrix(Character->GetControlRotation()).GetUnitAxis(EAxis::X);
	const FVector StartLocation = CharacterMesh->GetSocketLocation(TraceSocket);
	const FVector EndLocation = StartLocation + (CameraDirection * TraceLength);

	TArray<AActor*> ActorsToIgnore;
	ActorsToIgnore.Add(GetOwner());

	TArray<FHitResult> OutHits;


	if (!UKismetSystemLibrary::SphereTraceMulti(
		GetWorld(),
		StartLocation,
		EndLocation,
		TraceRadius,
		TraceTypeQuery,
		false,
		ActorsToIgnore,
		DrawDebugType,
		OutHits,
		true
	)) 
		return;

	GEngine->AddOnScreenDebugMessage(-1, 0.0, FColor::Red, FString::FromInt(OutHits.Num()));

I’ve printed the number of element of the outhits. I duplicated 1 object and aligned them perfectly.