I did not touch this subject in year or even more. Problem with all physics in unreal is that damping, it is lazy coder solution.
I want my code to calculate force needed to stop, not push break pedal. (damping). One example where it will fail is collision with another object while damping “old motion” you get hit, get new momentum, and it is already dampened, because actor was stopping “old velocity”. In such case just forget whole physics engine and do simple math with infinite inertia objects.
I got some C++ code for it, but have no time to test it, so it sits there.
ps.
My whole messing with physics and inertia movement is bacause i want to prototype such game in 2d or 3d space with inertial movement, just to see if such gameplay would be any fun. Like asteroids, but realistic (simulated) physics in 2d.
pps:
Why we cannot have realistic space battles that are fun, like ever: