BP - scale bones on a skeletalmesh component?

Okay I was required to add a bool out just to get the function “SetHeadScale” to show up in the animblueprint.

bonescale-interfacedfunction.jpg

What I did from there is create a new State so I have access to Modify Bone node.

Then I hooked the state up into my flow like so (Im not sure if this is “correct”).

I simply put a tick in the bCanEnterTransition to Run/Idle, perhaps there is an issue there.

Ive looked at what you said about ModifyBone node needing a pose and gave it a Mesh Space Ref Pose but I have no idea if thats the correct one. It doesnt seem to do anything currently when I call SetHeadScale from my Character.