Character movement by definition isn’t physics based, its kinematic with approximated physics.
The character has its own impulse/force functions that tie into the movement component for applying forces, as well as you can AddCustomInput when in the low grav mode (same node as for climbing) and it will add exact translation into the movement stack if you want 1:1.
Low grav totally works with the movement components AddForce and AddImpulse or the above function as well. Even booted it up real quick to make sure I didn’t break anything ;p