TopDown Space Game - How to keep character in motion and simulate space movement

Once in motion an object stays in motion in space. Right now the character moves around just fine, however once I let go of the WASD key it stops immediately. I’ve already disabled gravity on the character itself and I set “Default Gravity Z” and “Default Fluid Friction” to 0 in the physics settings of the project. I also unchecked the gravity button on the meshes and set damping to 0 as well.

The movement component is not using physics.

Instead when you press the input, you need to add force or impulse in the direction you want. Then you can tweak the linear and rotation damping values to achieve the amount of momentum you need.

You could also sort of fake it by interpolating your input vector on tick, and using the input to get your direction from.

Before I rushed off to work I tried to implement the advice you gave me and failed probably because I didn’t have time to fully explore it. Here’s what I did:

Do you have time to show an example of what you mean? If not I appreciate your comment and I’ll try to get to functioning with your advice.

I would recommend using a “projectile movement” component. This way with 0 gravity you just set an initial velocity and the object continues moving at that velocity indefinitely exactly how it works in space. Then when something collides with it or you want to change direction you can work directly on the velocity vector to implement those changes.