# Add Torque In Degrees not working when Static Mesh is the root of the hierarchy

**URL:** <https://forums.unrealengine.com/t/add-torque-in-degrees-not-working-when-static-mesh-is-the-root-of-the-hierarchy/2693125>\
**Category:** Programming & Scripting\
**Tags:** rotation, unreal-engine, Blueprint, question\
**Created:** [January 18, 2026, 3:21pm UTC](https://forums.unrealengine.com/t/add-torque-in-degrees-not-working-when-static-mesh-is-the-root-of-the-hierarchy/2693125 "2026-01-18T15:21:39Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Gnougnou](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Gnougnou](https://forums.unrealengine.com/u/Gnougnou)\
**Post date:** [January 18, 2026, 3:21pm UTC](https://forums.unrealengine.com/t/add-torque-in-degrees-not-working-when-static-mesh-is-the-root-of-the-hierarchy/2693125/1 "2026-01-18T15:21:39Z")

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Hello everyone,

In a topdown space game, I’m currently using “AddTorqueInDegrees” to rotate my pawn with inertia/damping, and Physics Thrusters to move forward and backward. Everything is working fine so far, but the root component of my hierarchy is currently a SceneComponent.

Because I cannot apply physics to the SceneComponent, I apply the physics to its child StaticMesh (the actual ship), so the SceneComponent location stays at (0,0,0), which is gonna be an issue later on. To clean things up, I tried to make my ship Static Mesh the root, but now for some reason, rotation doesn’t work anymore (forward/backward are still working).

When I press A or D, it feels like it’s trying really hard to turn, but something is keeping it straight. I can see the ship turning 2-3 degrees max.

Here is my Static Mesh configuration. It can only rotate on Z (top down game) :

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/3/5/9350f3713efd264264fcc641a551e9d82d9cb4ed.png)

It’s boggling me and I really can’t figure out why I can’t turn if the ship is root.

Thanks a lot for your help.
