Changing gravity based on trace hit

Eyo. I’m currently working on a little Project for my self as a way to learn unreal coding, and i’ve done well so far. Until i came across something different :o. I’m trying to achieve the ability to walk on walls/ceilings. It’s called Magnetboots, and the current problem that i faced was this.

And what i’m trying to accomplish is basically being able to walk without hitting the walkable slope angle limit.

I tried to look up about gravity directions, and many of them saying that using Add force to the normal impact of the trace hit was the way to accomplish this. But i don’t really understand how adding force is going to change anything, with how the gravity is going to affect the pawn. I did do that but it ended up pushing me out of the cylinder.

From the actual game

239210-ezgifcom-optimize-1.gif

Thank you!

if you familiar with c++, you can try this
https://forums.unrealengine.com/community/released-projects/56517-blueprint-c-advanced-templates-tools-plugins

Well, i do own that plugin and i tried to look into that. But i don’t really understand understand c++ a 100% think you could help me with that?

???

There is no default or easy way to do what you want.

Anyway, idea of custom gravity means that you need to create special movement component from flying.movement.

Is there something you’d recommend me doing at least?