Physics-based drone vs input-driven pawn for realistic flight and damage behavior in Unreal Engine

I’m developing a drone-based game in Unreal Engine and I’m stuck at a core architecture decision.

The drone is a quad-rotor and I want it to behave as realistically as possible, but still be playable.

What I want the drone to support:

  • Realistic response to forces like wind and collisions

  • Ability to keep flying even if one arm or motor is damaged (but becomes unstable and harder to control)

  • Natural crashes and breakage (no scripted movement)

  • Different flight modes later (manual, altitude hold, position hold / loiter)

Right now I’m confused between two approaches:

  1. Fully physics-based drone

    • Single physics body using Chaos Physics

    • Forces applied at motor locations (AddForceAtLocation)

    • Rotation and movement emerge naturally from physics

  2. Input-driven pawn

    • Movement controlled directly by user input

    • Physics used only for collision or visual effects

    • More predictable but less realistic

My concern is:

  • Physics-based approach feels correct for wind, damage, and instability

  • But it’s much harder to stabilize and control

  • Input-driven approach is easier but feels “fake” and doesn’t support partial damage well

For a game that needs environmental interaction, partial motor failure, and emergent behavior, is a fully physics-based drone the right approach?
Or is there a hybrid approach commonly used in production?

I’d appreciate insight from anyone who has built physics-driven vehicles or drones in Unreal.

Hi! Take a look to this post, maybe will give you some ideas.