Thanks for sticking with it! (and for being patient with me as I sometimes play ‘armchair-developer’ )
A physics based approach is easy to set up:
-
Enable Simulate physics on your mesh
-
Also in the Mesh details panel:
Constraints → Lock Location on all Axis, Lock Rotation on 2/3 axis. (the X vector is generally considered ‘forward’ in Unreal Engine, so looks like leaving Green/Y axis unlocked might be the way to go.) -
There are several ‘Impulse’ nodes to use. (Angular impulse seems to make the most sense) - Sometimes these nodes like to use extremely large numbers for the impulse.
There is also a variable for ‘Angular Damping’ to be experimented with. (It’s also possible to set this variable at runtime for a possible ‘brake’ effect)