All right. I tinkered with it. Is there any way to do a non-physics approach using the floating pawn movement component, in needed? I prefer not to use physics. Or can anybody tell me the pros and cons of using physics and non-physics movement?
I also realized I need to add angular acceleration until a certain angular speed is met or else it doesn’t feel right.
A non-physics approach I found, is the following:
This is what I want for turn pitch roll as well.
I have this a strafe. It does work and has a smooth acceleration to it (I don’t know why though. Probably, it uses the acceleration defined in the floating pawn movement component):
What it fails to do, is the abrupt strafing stop, when I stop pressing the input to strafe. The acceleration is active, but not the decceleration.
The problem is, that the provided solution from RedGrimnir is great and works and there is absolutely nothing to complain about. But his method does use physics or else the impulse can not be applied. But I’d rather have a non-physics solution.