Cable or Chain Keyed Animations using Skeletal Mesh

Hello everyone, first of all thank you all for the time and attention, i have been struggling with implementing skeleton-based chain animations for a character i’m working on, created a basic skeleton and a bunch of test animations to see how it comes out in engine,

At first everything is was great, in my animations i decided to scale the mesh down to hide it before and after the animation sequence, but that causes the mesh scale up tremendously, going everywhere:


i’m assuming the scale is the issue here, this post is more of a question, i want to know if there’s some sort of option that disables this behaviour, or maybe a different approach to chains altogether, i have tried my hands at creating a control rig spline, but that led to nothing, i tried making something in a blueprint, something to generate instances of the mesh based on distance, but that didn’t work as well because the spline component is missing nodes that add the functionality, and i don’t have a lot of knowledge in C++ to make something custom.

Thank you a lot for the time, i wasn’t able to find something like this being talked about anywhere online, so if i find something i will update this post and maybe upload instructions online :saluting_face:


my little attempt at trying the instancing method (was not a good idea because of how expensive it was, but good experiment)