That's not right hehehe, surely he should go quickier up the slopes if that's the case?
Anyway, you'll need to EITHER,
Create a pivot at the players feet and apply all movements to the pivot and place the player at the pivots location every frame. This way you can use the aligntovector method on the pivot and retain the players rotations, as your only setting the position of the player to the pivots position.
OR
You can grab the collision NX NY and NZ (which ever is needed) i think it's NY though, and multiple the speed variable by this number, to adjust the speed due to the sloping.
Anyway, you'll need to EITHER,
Create a pivot at the players feet and apply all movements to the pivot and place the player at the pivots location every frame. This way you can use the aligntovector method on the pivot and retain the players rotations, as your only setting the position of the player to the pivots position.
OR
You can grab the collision NX NY and NZ (which ever is needed) i think it's NY though, and multiple the speed variable by this number, to adjust the speed due to the sloping.