Like Zak said, capsule and gravity are hardcoded to be always vertical (Z axis); Kitatus, try to keep using McFearson’s blueprint and squash the capsule, so that it almost becomes a sphere (dunno if you can do that with blueprints), and make sure the traces have the correct orientation.
Anyways, what you’re trying to achieve is hard, it took me many months to get a good solution in UT2004, and doing this properly with blueprints seems very very complex. I recommend you switch to Matinee, or wait and hope that better code arrives.
I’m currently converting the character movement code (I have completed PhysFalling with any gravity direction), but it’s taking days of continuous development, Epic’s base class is huge. Maybe we could join efforts somehow? Any map where I could verify that everything works as expected?