Alright as you see in this video I have a ship where it takes all the objects around it and attaches them to itself that way if the ship rotates they rotate with them and if the ship moves they move too, quite simple and it works smoothly sadly I was able to only do it with CharacterMovemnt component and now when I need to do the same thing with simulated static meshes, it creates similar problems that I had with the character.
When the ship moves forward the objects move forward because of the (ship attachment velocity + physics friction velocity) and the same thing happens when I rotate the ship. Sadly I don’t know where the code (physics friction velocity (not its real name)) located so I can’t really neutralize it, I am sure there few ways to go around it but I prefer to fix the problem at the core, if someone can help locate it or give away to locate it, or just fix the problem without turning simulate physics off I be really grateful.
Thanks in advance.