How do I AddTorqueInDegrees until the object is pointing downwards in world space?

As @SupportiveEntity says, you can use dot product and relative rotation as the measurement of distance from the target rotation.

Applying the torque can get a little tricky, but if you’d like to get advanced, I’d suggest using something like a PID controller.

Credit to Chuck Noble for his PID controller linked here:
Add Torque to physics controlled player, to return roll to zero - Programming & Scripting / Blueprint - Epic Developer Community Forums (unrealengine.com)

I haven’t used this free PID on the Unreal Marketplace, but it could be good (there are a couple of paid ones too)
PID controller in Code Plugins - UE Marketplace (unrealengine.com)

Hopefully, if UE goes to a fixed physics tick in UE5.5 and onwards (it’s in discussion) this will help physics simulations run deterministically/consistently on different speed machines.

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