Constraining physics rotation while still allowing manual manipulation?

Context:

I’m moving my actor around with physics, but when hitting objects or running on a slope, my character begins to rotate naturally. Easy fix - lock the Z rotation constraint in the physics category. But now locking that prevents manually rotating via C++/BP.

In unity, I was able to lock the constraints but still allow for manual rotation. Is this viable in UE?

Alternatively, maybe I’m going about it wrong and the original problem of preventing rotation from bumps/slopes can be fixed?

To expand on this, here is a simple pawn with a static mesh and physics simulated. I hook up set linear velocity and as soon as the mesh hits the floor we begin to see rotational noise.

Surely this isn’t default Unreal behavior?

You could try using a physics handle to fix the rotation.
But that may slow the game down if there’s too many of them.