You’re correct there, it’s going to be rather rigid until you adjust the acceleration, deceleration, and the speeds. It’s super basic but gives you full control unlike physics, and since it’s based on pawn movement it opens up lots of possibilities.
No worries, so Torque is used to rotate a specific rigid body, or a specific bone but we don’t use it here since we swapped off of physics. In my implementation I changed the actor local rotation directly to avoid this. Also my lift axis was Space and LeftControl to go up and down with standard drone controls.