I am not in any way an expert in the unreal engine, let alone coding. But I am trying to get a player controlled pawn to stay on the ground when it goes up an inclined plane. It’s a bit difficult to word so I have some examples of the issues I am having. [I don’t want it flying around][1] . Help on the issue would be very much appreciated.
[1]:
The best way to get started it to use a character and it’s movement component as opposed to a pawn. Also make sure gravity is enabled “enable physics” on the character.
If you shoot a pawn off an incline without physics, it will appear to go flying 
I want to bump this for another solutions other than the default “use the Character class” answer I see everywhere. I’m looking for a solution on how to make a pawn with a custom movement component that implements gravity and moves the pawn while interacting with physics.
You trace directly down and if you hit something then you are not falling, if you dont hit something then you apply a simple gravity formula which makes your velocity increase in the negative Z to a terminal velocity. Character seems to perform its own floor checks internally using the Capsule Collision. When doing a floor check such as this you can get the Floor Normal which is returned as a float and tells you the angle of the slope, you can then make adjustments based on this slope whether a Pawn will slide or continue to be able to walk.
On the other hand you could use physics to simulate the Pawns gravity and make it entirely physics based. You can control the pawn is by using forces applied to a root Collision Component but there are alternatives, there is no single right way to implement this.