it’s a speculative formula but it may not be correct, try the one below:
mFeedbackTorque = FMath::Abs(currentForce) + absLngFriction * mRadius;
it’s a speculative formula but it may not be correct, try the one below:
mFeedbackTorque = FMath::Abs(currentForce) + absLngFriction * mRadius;