Ninja Character - Dynamic gravity for characters & objects

I’ve solved some of the problems but not all. If I remove the first interp node it seems the capsule will be consistent (no strange sliding downhill or uphill on 90 degrees for example). Perhaps the interpolation was too slow for fast and big changes in rotation when changing gravity. Below is a pic of the blueprint logic and I also added the rotation settings in the ninja movement component and class defaults that I use. However I would much rather use the old logic that uses control rotation to set actor rotation and have the same results as if gravity was “normal” (not arbitrary) regardless of rotation in world space of the capsule.

Here is the logic that works (but does not use control rotation unfortunately) and the class defaults and ninja movement component rotation settings below.

The rotation settings I use are:

Ninja Movement Component
Use Controller Desired Rotation = Checked
Orient Rotation to movement = Unchecked

Class Defaults
Capsule Rotates Control Rotation = Checked
Use Controller Rotation Pitch = Unckecked
Use Controller Rotation Yaw = Unckecked
Use Controller Rotation Roll = Unckecked

For the original logic that uses control rotation to set the actor rotation, which is the logic I want to use, these are my rotation class default and ninja movement component settings:

Ninja Movement Component
Use Controller Desired Rotation = Unchecked
Orient Rotation to movement = Unchecked

Class Defaults
Capsule Rotates Control Rotation = Checked
Use Controller Rotation Pitch = Unckecked
Use Controller Rotation Yaw = Unckecked
Use Controller Rotation Roll = Unckecked

And the logic for it again: