It is because it is.
There’s no point in questioning it. If you don’t like it, open the source and change it.
But in the end it won’t really change anything.
It doesn’t answer my question. And for the record, it will change things because of float precision.
Since the times we enter in velocity is mostly related to projectiles, the fact it’s in m/s is a convenience factor of not having to convert it.
The same logic is applied to other units. Since most objects are big and are not moved by centimeters (for example players often move 4 to 6 meters per second), isn’t it more convenient to represent distance as Meters?
Anyway, This question is not about how units of measurement work. I know units can be converted and somewhat arbitrary in real world. But in binary they are not arbitrary. With Centimeters you cannot have actors placed further than 640 meters or you will start to experience slight jitter (and it will get worse on every power of two). It’s pretty weird for an engine that markets itself for big worlds to have Centimeters as default; hence this question. I want to know if there’s a reason that I’m missing behind the decisions of UE engineers.