Stop physics from affecting rotation

I’m creating a game with a planet so I have a sphere with gravity as a constant force acting towards its center. I have set the world gravity to 0. But since I’m adding forces, the engine physics is rotating it. How can I set the physics to not affect the body’s rotation?

In Unity, I can achieve this effect by using RigidBodyConstraints.freezeRotation.

Anyone???

If you want to move your plane but you don’t want physics to effect rotation I suggest you not to use physic engines force. the best solution I believe is to use simple kinematic newton physics, so you should declare an acceleration vector in your PlaneBlueprint as a public variable and then use this simple formula to get the velocity:

Velocity += AccelerationVector*deltaTime
Position += Velocity*deltaTime

now all you have to do is to set acceleration to what ever you want it to be. This approuch is same as applying force to rigid body without having any effect on rotation.

The issue is that I cannot disable all physics since I’ll be using all sorts of forces and collision in the game. Please let me know if you need me to elaborate.