I created a similar idea recently that works well. Not sure if this may help:
I did'nt make any change to existing jump ability or fall though. I created a new jetpack ability. I have a bool set to false for Isjumping until the jump button is actually pressed. If the button is not pressed character falls. I set an up and forward force to be applied to the player locomotion controller when the jump button is pressed.
If you wanted to stay in the air for longer and control when you fall, you could disable gravity with get button down then re-enable with get button up statement event. You could create a large trigger zone collider placed in the sky area, in addtion, that appears & cancels the ability after a certain length of time which is how I have arranged.