when switching from unreal 4 to 5, epics replaced the physics engine, the tutorial provides examples with physX th from the 5th version of the unreal engine, it was replaced by chaos,
- in the version of the unreal engine 5, physX is still partially present, but Physics Constraint has been replaced with an analogue from chaos,
- from the version of the unreal engine 5.1 physX is completely removed
after changing the physics engine to chaos, a lot of things now work a little differently, this may be the reason for the behavior of objects like in your example
thread with the same problem
the documentation for PhysX just describes the interaction as it was presented in the tutorial
https://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/Joints.html#mass-scaling