Unreal Physics. Literally


I’m testing out a melee combat system, where I can hit objects with my sword. I’ve attached the sword to a socket on the skeleton, I applied physics simulation to the sword, and disabled gravity, so the sword doesnt fall from my characters hand. So far so good.
I then added a cylinder with physics simulation and given it 20 000 kg of mass. What’s weird is that when I hit the cylinder with the 15kg sword, the cylinder easily flies away. Is there something that I’m missing about the physics system? How could I make this more realistic?

I could be wrong but either the force application or the physics calculation of the object can be set to ignore mass. Don’t have the engine open to test it out but I dimly recall seeing something related to this.

I checked in the engine, and the documentation as well but couldn’t find anything related to this.