Applying simulate physics to scaled bones applies scale twice

Hi @Kakacik246,

I don’t know if you found a solution for your issue, but I here is what I managed to find as a solution for rescaling a skeletal mesh (SKM) that has physics simulated in it.
NB : This solution works only if you need to spawn your SKM with a defined scale once and won’t rescaling afterwards.

The trick is :

  1. Create a Pawn actor with no components
  2. For allowing multiple instances to be spawned with different scaling, create an event that has an input its scale (otherwise create a variable with predefined scale as default and use event BeginPlay)
  3. On event trigger : Resize your Pawn actor based on the given scale
  4. Then add your Skeletal mesh component with the relative Scale at 1
  5. Apply your physics on your skeletal mesh component

Seen in the pics below :

  • I created a BP that would be my pawn with the steps mentioned above
  • I created another BP called “BP_Spawn” just to check that the behavior works fine and put made the event callable from the Editor and the scale variable Editor Editable to check multiple resizing on spawn
  • My SKM has a simple walking ABP, the SKM has an assigned Control Rig and Physic Asset

(Sorry I was not allowed to post multiple pictures so I merged them into 1, I hope it is still readable, otherwise I can resend them :sweat_smile:)

I recorded a showcase of how this use case work in case you wanted to see the final result of those BP : https://youtu.be/ML4M59-Dekc

Hope it helps to solve your issue ! :slight_smile: