How to apply a rotation independent of physics?

I have a physics simulating actor and I want to apply a rotation to it that’s independent of existing rotations.

  • If I apply a torque when there’s existing torque, even if they’re on different axis, they’ll interact with each other because of how angular momentum works.

  • If I try to leave the physics alone and set the rotation directly, doing so cancels all momentum on the physics simulation.

  • If I parent the physics actor to another component or actor and try to rotate the parent, the physics completely ignores the rotation of the parent. If I weld them, the physics acts like one object, causing one of the above two cases.

Is there really no possible way to do this outside of cooking up custom physics from scratch? I just want to take the whole physics system and rotate it. I did attempt to set up physics constraints at runtime but it was an absolute nightmare and I’m pretty sure the two rotations will still interact even if constraints are in place.

Edit: I’m using async physics which is why trying to set rotation directly cancels the physics momentum. But even disabling it it still doesn’t work properly as it’s mucking with the physics similar to the first case.