Weird Surface Normal from MutiSphereCast from Impact point

Ue5 SphereTrace Returns Weird Impact Normal On Face Intersection

const FVector ForwardVec = UpdatedComponent->GetForwardVector();
const FVector Start = UpdatedComponent->GetComponentLocation() + (ForwardVec * ClimbCapsuleTraceOffset);
const FVector End = Start + ForwardVec;
TArray<AActor*> Ignored;
Ignored.Add(AQCharacterOwner);
UKismetSystemLibrary::SphereTraceMulti(GetWorld(),Start,End,CapsuleTraceRadius,UEngineTypes::ConvertToTraceType(ECC_WorldStatic),false,Ignored,EDrawDebugTrace::ForOneFrame,SurfaceTraceHitResults,true);