Inertia Tensor Scale - Please help solving this riddle once and for all

Hi, Its a bit shame that everyone is ignoring this. I was programming custom racing simulator from scratch with physx using ue4 & later found that ue4 completely sets tensor scale wrongly. I had to use c++ physx code and make custom library to compute mass manually. Physics will act more accurate and predictable. As you write , if you set tensor scale for Z axis it will scale two axes. I cant explain how the fatal failure like that can be here for that long time implemented in unreal engine without anyone trying to solve this internally in Epic Games, omg !!! I think that some things are implemented in UE in very unanswerable way. For example , there are many basic things missing in bp libs, or bodyinstance like set contact offset for each body separately, aggregates (“very important!!!”), and many more.