Strange Kinetic frictional force values

As being new to UE4, I’m testing simple scenarios and at this time I tried to learn how friction factor influence the object’s movement.

First experiment - zero friction

I set a physical material with zero friction for both, a floor and a cube, then add one shot of force of 1N to the cube within axis x:

  • FPS = fix 40fps (so tick time step = 0.025s)
  • Gravity = -2000cm/s^2 (just in order to have nice numbers)
  • Cube mass = 1kg
  • Physical Material Friction = 0.0
  • addForce = 1N

The change of velocity should be:

  • TickStepTime = 1/fps = 0.025s
  • addForce = 1N
  • velocity change after one shot of force = 1N*0.025s/1kg = 0.025m/s = 2.5cm/s

And this is exactly what I get

351952-test8noriction.png

Second experiment - friction value = 0.025

At this time, the expected kinetic frictional force should be:

  • weight of cube = 2000cm/s^2 * 1kg = 20N
  • the kinetic frictional force should be then = 0.025 * 20N = 0.5N

The change of velocity after the force shot should be:

  • TickStepTime = 1/fps = 0.025s
  • addForce = 1N
  • kinetic frictional force = 0.5N
  • velocity change after one shot of force = (1N-0.5N)*0.025s/1kg = 0.0125m/s = 1.25cm/s

But the results are strange - velocity is not only at x axis, and there even ticks where the x velocity is negative as shown in the snapshot.
Even the first velocity value is 0.396 cm/s and is absolutely far from the expected value 1.25cm/s

351953-test8friction.png

I will be glad for a help for understanding how to fit the UE4 physics behavior to the expected values.

Thanks.

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Settings and cube blp snapshots attached here

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