Is my ray casting / line tracing wrong?

Hello, it’s me again.

Code:
FCollisionQueryParams Params;
// Ignore the player’s pawn

	// The hit result gets populated by the line trace
	FHitResult Hit;

	// Raycast out from the camera, only collide with pawns (they are on the ECC_Pawn collision channel)
	FVector Start = thruster->GetComponentLocation();
	FVector End = Start +  (thruster->GetUpVector() * (traceLength*-1));
	bool bHit = GetWorld()->LineTraceSingleByChannel(Hit, Start, End, ECC_Pawn, Params);

	if (bHit)
	{
		// Hit.Actor contains a weak pointer to the Actor that the trace hit
		FVector step1 = Hit.Location - thruster->GetComponentLocation();
		float vectorLength = step1.Size();
		float alpha = vectorLength / traceLength;
		float step2 = FMath::Lerp(hoverForce, 0.0f, alpha);
		FVector downwardForce = Hit.ImpactNormal * step2;
		//StaticMeshComponent->AddForceAtLocation(FVector(0, 0, 1) * hoverForce *(1.0f - (Hit.Distance / traceLength)), thruster->GetComponentLocation());
		StaticMeshComponent->AddForceAtLocation(downwardForce, thruster->GetComponentLocation());
		StaticMeshComponent->SetLinearDamping(inDamping);
		StaticMeshComponent->SetAngularDamping(8.0f);

		compressionRatio = alpha;
		surfaceImpactNormal = Hit.ImpactNormal;
		surfaceImpactPoint = Hit.ImpactPoint;
	}

The problem is my trace length and debug differs.

If you look at the first picture my trace length is going through the ground. No I don’t want that, I want it to touch the ground, and then push me up.

78240-u1.png

I am in mid - air and my trace length (the yellow lines) are way longer.

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Have I implemented the ray cast wrong?