Component velocity never comes to full stop at 0

Hello!

I’m making a dice rolling game and trying to detect when my dice has come to a full stop.

I’m adding impulse to the dice actor when rolling and getting the component velocity of the dice actor’s root component (static mesh) to detect when it’s come to a stop.

For some reason when it comes to seemingly full stop it returns very small values.
Screenshot 2024-07-23 181655
Screenshot 2024-07-23 181727

Curious why the component velocity is returning small amounts and if there is a better way to detect when the dice has come to a full stop.

Thank you in advance!

you can get the length of the Velocity and check if its <= to a small amount, say 10.

the small amount may be because its sliding on a surface or something