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. Right now, Add Torque and any other rotation stuff in physics always works in world space, which is the opposite of what I need.
Thank you, I went with your approach since it was easier than the blueprint only approach given on reddit. I might stay in C++ for the entire project now, since even simple things are horribly complicated in blueprint
I realized I had “use controller pitch / yaw / roll” set to “true” in the details section of my physics-driven pawn. Unchecking those options finally let my pawn rotate freely using AddTorque.
(This was after trying converting the coordinate space on my torque vectors between world and local without any luck.)