How do I go about emulating a proper jump on a rotating sphere?

Hello,

Here are some pertinent details about the project that should be considered before providing assistance. These details CANNOT be changed.

I have successfully gotten my character to walk on a rotating sphere with gravity pointing to the center of the sphere. The rotation of the sphere properly rotates my character along with it WITHOUT my character needing to be a child of the sphere. My character can walk/run on the surface of the sphere with no lag/stutter/problem. The only issue occurs when the character jumps. The sphere rotates underneath the character while the character is in the air.

  • Use Controller Rotation Pitch/Yaw/Roll are all disabled and will not be enabled.
    *For the capsule component, IgnoreRadialImpulse/IgnoreRadialForce/Simulate Physics is DISABLED while EnableGravity is ENABLED.
  • For the SpringArm, Use Pawn Control Rotation is disabled and Inherit Pitch/Yaw/Roll are all enabled.
  • The character CANNOT become a child of the sphere that it is walking on.

What I am looking for is a way to take the rotation of the sphere and use its rotation speed to enact a movement onto my character SPECIFICALLY while the character is jumping/in the air/falling to match with the sphere’s rotation. I need this imposed movement to cease/stop if the player has landed or is touching the ground.

The sphere is NOT a perfect sphere. It has dips, hills, divots, breaks, cracks, and other such features that would make shooting a raycast to the surface a suboptimal approach.

Again, I stress- The character cannot be made a child of the sphere.

I appreciate any and all assistance in this endeavor.