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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:

http://cdn.xaymar.com/private/2016/09/2016-09-25_01-26-52.png

Blueprint Graphs:

Player Controller:

http://cdn.xaymar.com/private/2016/09/2016-09-25_17-17-07.png

Pawn:

http://cdn.xaymar.com/private/2016/09/UE4Editor_2016-09-25_17-19-41.png

http://cdn.xaymar.com/private/2016/09/UE4Editor_2016-09-25_17-18-58.png

Movement Component:

http://cdn.xaymar.com/private/2016/09/UE4Editor_2016-09-25_17-20-11.png

http://cdn.xaymar.com/private/2016/09/UE4Editor_2016-09-25_17-20-22.png

http://cdn.xaymar.com/private/2016/09/UE4Editor_2016-09-25_17-20-33.png

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