For that I created a floor at about -3000m in z-direction (so it’s very deep down :-))
But the character spawns just about 50 meters unter the original position, so I’m not able to go down that deep.
What if you disable gravity entirely, and have a collision volume within the entire cylinder that applies a force/impulse on all actors away from the center of the cylinder on Tick? That would sort of act like gravity, and would push everything toward the inside of the cylinder… I feel like that might make jumping or animations in general look weird, but that’s just a wild guess lol
I had the same problem and overcame it by creating the hollow cylinder in a 3D app (in my case 3ds Max) importing it as an fbx file and assigning the collision as “Use complex as simple” in the Unreal Editor. Easy Peasy!