Actor velocity has no z velocity on ramps, causing problem with predictive targeting

Hello. I have a targeting function that can hit a moving target but when the target is on a ramp the velocity of the character lacks a non-zero z component and therefore the shot is calculated as if the target is running straight. I have come up with a solution to adjust fire but I’m curious if there is a better way.

The solution would be to have a slight delay in the aiming procedure to come up with a delta Z of the actor and to adjust target velocity in the formula with said figure. Problem of course is that delay would play into every shot taken.

Try getting velocity like this:

The movement component does its own thing with the sliding collision and does not report Z, indeed.

Excellent. Thank you very much.