I always had the feeling that meshes with “simulate physics” enabled are somewhat too slow accelerating in world z-direction (gravity). But now I tested it. In the tick-event, if gravity is enabled, it should be
v2 = v1 + DeltaTime*Gravity
and the world offset is
s = v2 * DeltaTime.
Where Gravity = (0, 0, -980).
With my understanding for physics this should apply gravity to the object and accelerate it towards the ground. I placed one actor with this in the tick-event besides another actor with simulated physics and enabled gravity. The second actor is much slower accelerating and this can’t be only because of different numerical precision. For this the difference is too high.
Is there a bug in the physics engine or is there a bug in my equations?