Applying local angular velocity in a Physics-driven Actor?

I have a physics driven Pawn and I’m currently trying to add turning using ‘Add Torque’ and ‘Set Angular Velocity’. But it seems that these functions are world-space aligned, which is the opposite of what I want: I need this to be aligned to the mesh itself. This is how it behaves right now:

(The jumping is due to an attempt to force the angular velocity - didn’t work.)

How can I change it so that it’s using local aligned angular velocity instead?

My Blueprint graph:

Blueprint Graphs:

Player Controller:


Movement Component:

I’m really lost as to why this happens, there’s absolutely no reason that it does this…