Physics object rotation

I’ve tried to find a way to disable impulse on collision, but I don’t think it’s possible without altering the underlying engine code.

What if you try doing it with two components: the outer invisible component with its rotation locked, and the inner visible component that rotates? You can make both of them simulate physics, but use a Physics Constraint on the inner component to bind it to the outer component.

This way you’ll have the outer component that handles collisions but does not rotate, and the inner component that rotates but never collides with anything that may affect its rotation.