If gravity is the only force acting on the object, you can determine the object’s movement pretty easily through integration.
Choose a small step time (dt), delta velocity will be gdt and delta position will be vdt, v being the new velocity. You can do this until the object intersects the ground.
Note that if the object is not a ball, you can also integrate rotation (C++ only, as quaternions are not available in Blueprints as far as I know) to better predict the impact point (it won’t have that much influence, though).
Nawrot’s suggestion is the analytical solution: for initial position and velocity x[SUB]0[/SUB] and v[SUB]0[/SUB], you have v(t) = at + v[SUB]0[/SUB] (here, a = g), and x(t) = 1/2 at[SUP]2[/SUP] + v[SUB]0[/SUB]*t + x[SUB]0[/SUB].