Hey @Chayes94!
I found out that we might need to increase the spawn height even more when switching characters on steep surfaces. But that wouldn’t look really nice when switching on normal surfaces. So I came up with this! The actual fix that we needed to implement from the very beginning is commented:
But I also went ahead and added some extra features 
One of which is spawning the character right at the surface height to prevent it from sliding on Z axis 'till it reaches the correct height.
(The value 90 there in the subtraction and the addition is the capsule half height of the character we’re about to switch to.)
This is a collapsed graph. I’ll tell you where to place it in a minute.
The other extra feature is preventing the ball from increasing velocity on air.
(Multiplying by 50 comes from dividing 100 by 2. We’d multiply by 100 to convert scale unit to distance unit, and then divide it in half to reach to our static mesh’s bottom from it’s center. But instead we just multiply it by 50. Once that’s done, subtracting 1 from the result would suffice but I subtracted 5 to have a little margin.)
This is also a collapsed graph, and the other collapsed graph inside is our previous collapsed graph.
You trigger these every tick. Now for the first implementation to actually matter, we set the ball pawn’s location according to the determined spawn height on Event Unpossessed like this:
And for the second feature to take effect, place a Gate node right after the Triggered pin of your movement IA. Here you can also see how I handle our pawn’s movement:
(Negating the X component of the action value is due to your orientation. Fellas who leave the forward movement key (W) as it is, negate the backward movement key (S), swizzle the right movement key (D), and both swizzle & negate the left movement key (A) would need to make the necessary adjustments before rotating the input vector. For reference both the OP’s and the setup above swizzles W, swizzles & negates S, leaves D as it is, and negates A.)
To keep everything together, I wanned to include the camera BP’s Event Graph as well (even tho already shared in a previous post above) as the third extra feature:
Also don’t forget to assign the IMC on Event Possessed and add controller yaw & pitch input with your IA like this:
And here’s the final result 
Enjoy 