In the rolling Template BP the example map got the models changed to static meshes, well the ground mesh have 4 different collisions no idea why but when roll fast near that zones the ball jump in the sides of the collisions where one and other collision join.
Change the roll torque to 300000000.0 and the Max Angular Velocity to 2000.0 and the ball mass override to 3000.0 and then you going to see this better.
Get speed and cross in horizontal to the top bridge but in the ground level from left to right or right to left, in the middle the ball jump.
*This looks like a problem from the engine physics internal or something like other old problems with camera problems.
I just want to make sure that I understand. What you are seeing is the ball bounce on the two curved static mesh areas that look like bridges or are you seeing something else?
The issue was fixed in the Rollingball content example by replacing the segmented floor collision with a solid piece.
However, the issue of the ball jumping when rolling over segmented collisions is just a limitation of physx. You will almost always see issues when setting extremes on physics objects.