That’s good to know, although it seems to be true in the other direction as well. My game is an airplane game and it’s approximately real-scale, with 1UU = 1cm. You move at very high speeds and as such the world and the objects within end up being quite large. I have encountered a number of issues working in Unreal that seem to be a result of the large scales: Landscape tools aren’t sized appropriately, modelling tools become unusable when working with large enough objects, weird artifacts on simple materials placed on large objects, and I’m unsure the effects of lighting at such large scales in terms of both the results and the performance.
So my current scale is large enough that it would probably not get into “dangerously small” territory if scaled down. But my question is mainly about whether I can expect the game to feel and play the same after doing so. I don’t know the math behind the physics, whether just dividing the forces by X results in precisely 1/X the speeds and accelerations and distances travelled. And I don’t know how consistent UE’s physics are in that regard. It would be a significant amount of work to change everything so I was hoping to get an idea whether or not it made sense to before making any attempt.