Sweep trace is not returning correct hit locations

Hey -

Thank you for the explaination. Using your setup I was able to determine that the issue is a combination of the size of the sphere and how the sphere is being drawn. When the sphere is large enough and/or the object that is casting the sphere (the start location) is close enough to what is being hit, the location returned for that hit is the location that was used as the starting point. I have reported this behavior here: Unreal Engine Issues and Bug Tracker (UE-42934) .

Cheers