How to manually create an FHitResult* on the stack?

Is there a way to instantiate a new FHitResult on the stack that I can store in an array as data I will work with? In this example function, I am reading it a “TArray” array prepared to handle FHitResult pointers from the stack that I can manage:

void ATheCharacter::Raycast_FullEngines(TArray<FHitResult*, FDefaultAllocator> ta_hits, TArray<UStaticMeshComponent*, FDefaultAllocator> ta_thrusters)
{
	//GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::Yellow, FString::FromInt(ta_thrusters.Num()));
	for (int i = 0; i < ta_thrusters.Num(); i++)
	{
		FVector		PawnLoc;
		FRotator	PawnRot;
		FVector		StartPos;
		FVector		EndPos;

		EndPos.Set(100.0f, 100.0f, 100.0f);
		StartPos.Set(0.0f, 0.0f, 0.0f);

		PawnLoc = ta_thrusters[i]->GetComponentLocation();
		PawnRot = ta_thrusters[i]->GetComponentRotation();

		FVector Start = PawnLoc;
		FVector End = PawnLoc + PawnRot.Vector() * 500.0f;

		FCollisionQueryParams traceparams(ForceInit);

		**FHitResult* temphit = new FHitResult();**

		GetWorld()->LineTraceSingle(*temphit, Start, End, ECC_GameTraceChannel1, traceparams);
		DrawDebugLine(GetWorld(), Start, End, FColor(255, 0, 0), true, 10, 0, 3);

		ta_hits.Add(temphit);
		//GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::Yellow, FString::FromInt(ta_hits.Num()));
	}
}

Does anyone know a way to instantiate things in such a way in UE4 so that I can have access to the memory and objects on my own so I can pass them around in various ways for usage? Thanks!

Doh! Needed to make sure it did FHitresult* temphit = new FHitResult(ForceInit); !

Problem solved. Sorry for wasting anyone’s time that read this! Hope it helps someone in the future, though.