Rotational velocity accelerating with time?

Hello all, thanks for reading.

I’m trying to make a function “throw” that when activated, the object will stop following the two balls (representing hands) and continue rotating in the same direction and rotational velocity that it was moving before letting go.
BluePrint is uploaded.

My problem is that each frame the rotation accelerates slowly until it spins uncontrollably fast, I think it has to do with the delta time that I’m using to scale the velocity for each frame. I already tried removing the deltaTime, it just spun crazy fast as soon as the function was called.

In the video, it started rotating crazy fast too quickly (i think it has to do with the recording software causing fps problems) but in reality, it accelerates much slower.

The video of the test run.

If it has angular velocity in the physics simulation then you don’t need to add rotation. The physics simulation will rotate it.

If you want to get it moving then use the physics functions like AddAngularImpulse. Once you start it moving, it will continue to move based on the (simulated) laws of physics.