Get Quaternion (FQuat) from Vector

Hey, thanks for this. It’s been really helpful!

However, the only component my pawn has was a UChildActorComponent which for some reason you can’t do much or any physics stuff with it, so I created a UPrimitiveComponent and set as the root component for the pawn, but applying angular velocity to it does nothing and when it says the angular velocity is 0, 0, 0. Any ideas? I tried setting simulate physics to true, but printing out whether or not physics is enabled returns false. I also called the function to wake the rigid body, but that doesn’t seem to do anything either.