Where to change the characteristics of swimming physics?

I just tested all these events in my Swimming state, and none of them are firing when i hit the ground slope:



event HitWall( vector HitNormal, actor Wall, PrimitiveComponent WallComp );
event Falling();
event Landed( vector HitNormal, actor FloorActor );
event PhysicsVolumeChange( PhysicsVolume NewVolume );
event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal );
event PostTouch( Actor Other ); // called for PendingTouch actor after physics completes
event UnTouch( Actor Other );
event Bump( Actor Other, PrimitiveComponent OtherComp, Vector HitNormal );
event BaseChange();
event Attach( Actor Other );
event Detach( Actor Other );
event Actor SpecialHandling(Pawn Other);
event CollisionChanged();
event bool EncroachingOn(Actor Other);
event EncroachedBy( actor Other );
event RanInto( Actor Other );    // called for encroaching actors which successfully moved the other actor out of the way
event OnWakeRBPhysics();
event OnSleepRBPhysics();


Whenever the pawn is pushing into the ground slope (facing it) while swimming almost all vertical velocity is ignored. I’d love to figure this out.

Many UDK games don’t notice this, as they don’t have gradual slopes coming out of water volumes, instead using the CheckWaterJump() to jump out of water at ledges.