Why does Add Torque not work when Add Impulse does?

I have an actor blueprint derived from Pawn. The root component is a box collider with physics and collision enabled; a child of that is a static mesh with no collision and no physics enabled.
Each tick, I get some world probes and control input and apply force and torque based on these inputs.
The actor responds well to Add Impulse calls, and collides properly with the world, so I believe the basics of setting up a physics actor are all taken care of.

My calls to Add Torque seem to have no effect. I can add torque around the Z axis using the A/D input axis. I can print the torque added, and I see on the screen that the torque is added (0,0,10000 or 0,0,-10000). However, the body doesn’t pay attention to this at all. I Add Torque to the box collider, just like I Add Impulse for W/S movement, and the Add Impulse works, the Add Torque does not.

What am I missing, and how can I debug this further?

Here’s the blueprint graph that works (add impulse)

Here’s the blueprint graph that doesn’t work (add torque, does nothing even though the print shows torque being added)

Okay, I think the bug is in the scale of the torque value. With 10,000 kilogram-force-centimeters (the obvious unit I assume it should be) this would be 981 Nm of torque, which should easily spin the object. However, when I turn it up to 1,000,000, it turns, slowly. So the unit of force is … gram-force-millimeters? Something like that?

So, I will edit this and separately file it as a bug that the Torque units are not the natural units for the rest of the system.

I though it wasn’t working too, thx to your comment i didn’t waste too much time, thx man.

I also thought it was broken. +1 for making the units clear in the function description.

Sad…this was almost 5 years ago. Maybe this could get a bump? My situation is Add Force constantly updates my object’s velocity without having to run it through Tick while Add Torque does not.