Where does simulate physics communicate with the physX engine?

The character Movement Component is pretty big but I’ve gone through and modified everything that deals with this (or at least I believe). My character can walks on the walls and ceiling no problems, falls back to his relative down vector, and can collide, slide, crouch, swim, fly, etc… all with the system working. Where the problem comes in is when the default capsule component attached to the character class has its “Simulate Physics” toggled. At this point the character will fall only relative to the worlds “z”. It seems that during this period something else takes over and that’s the part I need to modify in the same way the character movement component is done.