Depends what you want to do exactly

Your object may be working in
kinematic mode only (which mean physic will have no effect on the object, but the object may have effects on other physic objects). In this case, your have to initialize it as a kinematic object:
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_dynamicRigidBody->setCollisionFlags( _dynamicRigidBody->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
_dynamicRigidBody->setActivationState(DISABLE_DEACTIVATION);
And at runtime, set the correct orientation using the motion state:
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btTransform transform;
transform.setOrigin(convert(touchEntity().getPosition()));
transform.setRotation(convert(touchEntity().getEntityRole()->touchTransformation().getQuaternion()));
_motionState->setWorldTransform(transform);
Or you may want to
apply an impulse torque on your body, that's if you don't need to precisely control your object's rotation. You may have a look at the btRigidBody::applyTorque (const btVector3 &torque) method.
An other option is to
use a constraint to precisely control the orientation of your body, as it's done in the bullet samples with the mouse right click (have a look at them).