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