A slightly different approach to getting a mass of Actors. Seems to work just as well.
float TotalMass = 0.f;
TArray<UPrimitiveComponent*> OverlapingComponents;
PressurePlate->GetOverlappingComponents(OUT OverlapingComponents);
for (UPrimitiveComponent* PrimitiveComponent : OverlapingComponents)
{
TotalMass += PrimitiveComponent->GetMass();
}