c++ – Add inertia to Pawn movement

I’ve just started to learn Unreal Engine 4.26.2 while developing an Atari’s Pong clone.

To move the Paddle I’m using this code:

// Called to bind functionality to input
void APaddle::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
    Super::SetupPlayerInputComponent(PlayerInputComponent);

    // Respond every frame to the values of our movement.
    InputComponent->BindAxis(TEXT("MovePaddle"), this, &APaddle::Move_ZAxis);
}

void APaddle::Move_ZAxis(float AxisValue)
{
    CurrentVelocity.Z = FMath::Clamp(AxisValue, -1.0f, 1.0f) * 100.0f;
}

But I want to do two things:

  1. While the user is pressing the key the paddle movement will accelerate.

  2. When the user release the key the Paddle won’t stop immediately; instead, it will slowing down until it stops.

Is there anything done with Physics that I can use here or do I have to implement it by myself?

By the way, I’m not English and I don’t know if inertia is the right word here.