PhysX Source Code Editing

The impact point can be almost anywhere (first point of contact).
The impact normal is usually the result of that specific case.

To you that’s useless.
You just need the other actor’s forward axis (assuming it’s a head on) and to create an on-tick event that uses a line trace to detect when to turn itself off.
You move the object in that general direction while it can run the part of the ontick function.
You start with that, then you can implement different vector math to get you the correct value for slant hits.

Can you share a video or something?
From reading it seems that you are having issues when sliding along a wall- which with default physx has never been an issue for me.