You shouldn’t be setting the mass directly, what I can do easily is give you a node to set the mass scale of any primitive component / static mesh / skeletal mesh.
By playing with the mass scale on a per- basis you can get the to have the effective movement/physics that you want in game.
If you are doing some kind of 3d weight scale game and you actually need 1 kg every, it will require much more effort on my part
Mass scale is easy and universally useful!
**Mass to Power 0 = 1**
[QUOTE=martoof;205376]
In fact, there is a value in the physical material which cause problem and seems to be use by the engine for the calculation :
- Raise Mass to Power = 0.75 by default
If I set Raise Mass to Power = 0.0 ---> my has Mass in Kg = 1.001 :( WHY !!!! :confused:[/COLOR]
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[/QUOTE]
**If you raise anything to the power of 0, the value is 1! **
**Conceptual proof:**
is because power implies Self-Multiplication, (x^2 = x * x), and the only thing you can multiply any number by and get itself is 1. So 1 is Eternal Constant when it comes to exponential math, anything to 0 power is the same, constant, unchanged Origin of exponential math. numbers to the 0 power trace back to the same single point, the number 1, so is Origin. And 0 represent the concept of Origin!
**Conventional Proof:**
```
X^y
x^0 = x^(y-y) = --- = 1
x^y
```
**So um, is that you need then? A phys mat with power to 0?**
Mass scale as a BP node would be much more useful to more people and gives you fine tuned control on a per- basis, and does not require phys-mats to be set anywhere :)