Changing gravity on a specific part only

I want to make my bullet have half the gravity of other stuff so it wont fall too fast but idk how.

local HandleCFrame = script.Parent.Handle.CFrame
local ShotCFrame = CFrame.new(HandleCFrame.p, mousePosition)

local newBullet = bullet:Clone()
newBullet.Parent = game.Workspace
newBullet.CFrame = bulletSpawn.CFrame

newBullet.Velocity = ShotCFrame.LookVector * BulletSpeed

i changed my code to use bodyforce but now the bullet dosent fall at all

local HandleCFrame = script.Parent.Handle.CFrame
local ShotCFrame = CFrame.new(HandleCFrame.p, mousePosition)

local newBullet = bullet:Clone()
newBullet.Parent = game.Workspace
newBullet.CFrame = bulletSpawn.CFrame

local BodyForce = Instance.new("BodyForce")
BodyForce.Force = ShotCFrame.LookVector * BulletSpeed
BodyForce.Parent = newBullet

.

BodyForce is depercated, here’s VectorForce!

local HandleCFrame = script.Parent.Handle.CFrame
local ShotCFrame = CFrame.new(HandleCFrame.p, mousePosition)

local newBullet = bullet:Clone()
newBullet.Parent = game.Workspace
newBullet.CFrame = bulletSpawn.CFrame

local forceDirection = ShotCFrame.LookVector

local vectorForce = Instance.new("VectorForce")
vectorForce.Force = forceDirection * BulletSpeed
vectorForce.RelativeTo = Enum.ActuatorRelativeTo.World
vectorForce.Parent = newBullet 

And heres an idea to reduce a parts mass by half

-- Get the original mass of the part
local originalMass = part:GetMass()

-- Reduce the density of the part to achieve half of the original mass
part:SetDensity(originalMass / (part.Size.X * part.Size.Y * part.Size.Z))

Here it is all together

local HandleCFrame = script.Parent.Handle.CFrame
local ShotCFrame = CFrame.new(HandleCFrame.p, mousePosition)

local newBullet = bullet:Clone()
newBullet.Parent = game.Workspace
newBullet.CFrame = bulletSpawn.CFrame

local originalMass = newBullet:GetMass()
newBullet:SetDensity(originalMass / (newBullet .Size.X * newBullet .Size.Y * newBullet .Size.Z))

local forceDirection = ShotCFrame.LookVector

local vectorForce = Instance.new("VectorForce")
vectorForce.Force = forceDirection * BulletSpeed
vectorForce.RelativeTo = Enum.ActuatorRelativeTo.World
vectorForce.Parent = newBullet 

Note: I haven’t testing this out myself yet but looks promising