Sweep collision doesn't work if the start loc and end loc both collide with the same surface

What surface are you colliding with in the editor?

From my post: In my test, I’m simply colliding with a basic cube (Modes->Place->Basic->Cube) static mesh actor.

Where are you including this code?

Just the Tick function for a random actor.

SphereStartLoc is a world position I get form a reference target actor. For SphereEndLoc I simply add 10.0 to Z of the start loc.

	float Radius = 35.0f;
	FVector SphereLoc = RefActor->GetActorLocation();
	FVector EndLoc = SphereLoc;
	EndLoc.Z += 10.0f;

I use DrawDebugSphere to show where I’m doing the sphere collisions and it looks exactly right:

	DrawDebugSphere(GetWorld(), SphereLoc, Radius, 12, FColor::Red, false, -1.0f);
	DrawDebugSphere(GetWorld(), EndLoc, Radius, 12, FColor::Yellow, false, -1.0f);

Collision image:

Results:

90977-collres.jpg