Applying Torque in Local Space on a Physics-driven Pawn

Hi Xaymar,

Here’s the solution that I found for this issue

This will add body-space aligned torque to your object

in cpp (From Actor Component C++ )

AActor *cubeActor = GetOwner();
FQuat myActorQuat = cubeActor->GetActorQuat();

TArray<UStaticMeshComponent*> Components;
cubeActor->GetComponents<UStaticMeshComponent>(Components);

	UStaticMeshComponent* StaticMeshComponent = Components[0];
	UStaticMesh* StaticMesh = StaticMeshComponent->StaticMesh;		
	GEngine->AddOnScreenDebugMessage(-1, 15, FColor::Green, StaticMesh->GetName());

	StaticMeshComponent->AddTorque(myActorQuat.RotateVector(FVector(100.0f, 0.0f, 0.0f)), NAME_None, true);

if you use Blueprints try this out