diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml
index 75834c3052..5502a0edcc 100644
--- a/doc/classes/SoftBody3D.xml
+++ b/doc/classes/SoftBody3D.xml
@@ -165,6 +165,7 @@
The SoftBody3D's mass.
+ [b]Note:[/b] When using Jolt Physics, the default value of this property will instead be [code]0.0[/code], which will cause the body to automatically calculate the mass to 1 kg per point. This is a bug, which will be fixed in Godot 4.7.
diff --git a/scene/3d/physics/soft_body_3d.cpp b/scene/3d/physics/soft_body_3d.cpp
index 0c7ad59010..3c596dda5e 100644
--- a/scene/3d/physics/soft_body_3d.cpp
+++ b/scene/3d/physics/soft_body_3d.cpp
@@ -383,7 +383,7 @@ void SoftBody3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "parent_collision_ignore", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "CollisionObject3D"), "set_parent_collision_ignore", "get_parent_collision_ignore");
ADD_PROPERTY(PropertyInfo(Variant::INT, "simulation_precision", PROPERTY_HINT_RANGE, "1,100,1"), "set_simulation_precision", "get_simulation_precision");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "total_mass", PROPERTY_HINT_RANGE, "0.001,1000,0.001,or_greater,exp,suffix:kg"), "set_total_mass", "get_total_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "total_mass", PROPERTY_HINT_RANGE, "0,1000,0.001,or_greater,exp,suffix:kg"), "set_total_mass", "get_total_mass");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_stiffness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_linear_stiffness", "get_linear_stiffness");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "shrinking_factor", PROPERTY_HINT_RANGE, "-1,1,0.01,or_less,or_greater"), "set_shrinking_factor", "get_shrinking_factor");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pressure_coefficient"), "set_pressure_coefficient", "get_pressure_coefficient");