My pleasure, If I am not mistaken, around some fps below 30, physics tick is limited by game tick so the numbers are lower/different. Chaos is ticking clamped.
For gravity it really depends on the use case and the end results you want to achieve. If you are looking for something global there is one already and you can override that. Also you can create one gravity as kinematic.
However the current setup you do I assume for a local custom gravity that doesn’t effect the whole world. This also can be achieved by writing custom movements or actor oriented force fields too. Like walking on a small size planet. Gravity change when you contact to a special surface etc.
Local (Kinematic) : Here is some movement base gravity tutorials Tutorial: Custom Gravity in UE 5.4
Global (Physics Solver) : If you are into global gravity like planet to planet gravity change or that effects many things that can be done, but in C++ with overriding phsyics scene gravity. Didn’t try it before but should work.
Local (Physics Solver) : If you are looking for not global changes but local changes that effect multiple objects maybe you can take a look at chaos fields. Chaos Fields User Guide in Unreal Engine | Unreal Engine 5.7 Documentation | Epic Developer Community