Mass in KG=0 and Not Editable In Blueprints

AddTorque and AddForce don’t seem to be working, and I noticed that the rigidbody (? not sure of the UE4 term for it) has “Mass in KG” = 0, and I can’t change it in the editor or runtime. I noticed that in the Content Examples project/Physics scene, there’s a rocket that works physically, but has a mass (also unchangeable) of 2.042 KG.

Any ideas how to assign a mass? There doesn’t seem to be any helpful documentation.

EDIT: It seems that these meshes DO have a mass, but only when directly dropped into the map, but not when they are components in a Blueprint.

Hello SeaMoss,

A similar question was posted on the forums, take a look at this post:

-W

Wow okay, I think it might be helpful to change the editor behavior to not have mass display as zero in the blueprint. Turned out that my problem was the Forces needed to be on the scale of 100 million to make any difference.
Thanks for the help!