UE4 Physics slower than UDK physics?

Hello,

I’m currently porting over a physics based game from UDK to UE4. However, I feel as though the physics (when an object is tossed or flying through the air), is much slower or “floaty” in an unrealistic way compared to UDK. I can’t seem to find a way to make it more quick and closer to real life physics. Mass and Density only seem to change how the mesh is affected by impulses. Increasing the gravity made it feel weirder. Decreasing Linear Damping would be the obvious solution, but it’s already at 0, unfortunately.

Is there anything else I could change that I’m missing?

Thank you for any help!

Are you using primitives for physics? Don’t use fully detailed meshes, the same ones you use for rendering. Phsycis simulation is more or less complex the more or less vertices you have in a system, not just mesh by mesh, so the number of vertexes in your meshes matter.

This still seems to be a huge problem on my projects as well.
The objects are acting really floaty like just heavy balloons on a moon gravity.

Can’t seem to find a solution on how to get the physics act as normal speeds instead of slow motion floating.