C++ On Component Hit, callback values not valid

The values for FHitResult on the callback are all zeroes.

Also tried it with OnComponentOverlap… and had the same problem.

Header:

UPROPERTY(Category = Coll, BlueprintReadOnly, VisibleAnywhere)
USphereComponent *MySphereColl;

UFUNCTION()
void OnSphereCollHit(AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);

Constructor:

MySphereColl = CreateDefaultSubobject<USphereComponent>(TEXT("MySphereColl"));
MySphereColl->SetCollisionProfileName(TEXT("BlockAll"));
MySphereColl->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
MySphereColl->InitSphereRadius(35.0f);
MySphereColl->bGenerateOverlapEvents = true;

// Set the SphereComponent as the root component. 
RootComponent = MySphereColl;

MySphereColl->OnComponentHit.AddDynamic(this, &ATestColl::OnSphereCollHit);

CALLBACK:

void ATestColl::OnSphereCollHit(AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
	DrawDebugSphere(GetWorld(), Hit.Location, 10.0f, 12, FColor::Red, false, 5.0f);
	DrawDebugSphere(GetWorld(), Hit.ImpactPoint, 15.0f, 12, FColor::Blue, false, 5.0f);
}

Is that the expected behavior or are the values in FHitResult supposed to have something in them, and if so, should I report this as a bug?

Alternatively, how would I go about finding the intersection point on the sphere?