I’m still having trouble getting the correct vector. When I use CharacterOwner->GetActorUpVector() I get the correct vector that I’m looking for. What I’m trying to do is rotate the GetGravity to this so that I can still use the up logic throughout the character Movement Component. I was told that I could create a WorldToComponent function to rotate the vector to my characters so I could still reference the Z Axis when evaluating.
Currently the way I’m trying to rotate the FVector( 0,0,GetGravityZ) is producing the vector along which the character falls to be a bit more random.