Making a realistic jump with blueprints

when I was looking at the third person template I just found odd the default jump, so I have been tring to make a realistic jump, for now I changed the Jump Z velocity to 900 and the gravity Scale factor to 2.5, and seems to be more realistic but still im unsatisfyed, since this values should mean my character is in Jupiter instead of the earth, and also there is no way to check if the formula t=sqrt((2*d)/g) is being fulfilled, then other questions came up in my mind; is there a way to meassure the time that the character takes to jump?, and does a value of 1 really means 9.81 m/s^2 in ue4? if thats true why does the default jump look so floaty?