Character BP scaling

What is the simplest way to scale player character heights without having to go through each and adjusting for every animation. I intend for my character to be a little shorter than the default character, but when I made the child blueprint, then scaled the capsule/mesh down to .8, it made them float when performing a ledge grab.
I don’t want this too be an issue later if I decide to also implement size changing mechanics like enlarging or shrinking potions or something.
Is there a way to change certain things in the child BP without affecting the parent BP at all? Like adjustments to float values. I was able to adjust certain float multipliers to get what I wanted at the smaller scale, but it doesn’t seem like the fix I’m going for.
I also tried just duplicating the player BP so that way I could completely separate these float values, but then the animations stopped working and the duplicated BP just T-posed even before I adjust the scale and I couldn’t figure out how to fix that since literally everything was the same.

Anyway, here are some screenshots with the character at regular scale


here are some with them scaled down, and floating.


and here is the section where I can manually adjust the floats to (kind of) correct this floating issue.

I do intend to try other tutorials on locomotive stuff, so maybe this one just wasn’t what I needed.
(How To Make Perfect Ledge Grabs Every Time - Unreal Engine by DEVenestration is the YouTube tutorial I watched)

I think I resolved the issue! So hopefully this post might help someone if they are looking for a solution to something similar. And just to nip any confusion in the bud, I went with .875 for the scale instead of .8 since I ended up preferring how that height looked, but I think this will work for any scale.

In the child blueprint, instead of changing the capsule component scale in the transform section to .875, I went under shape a couple sections below and multiplied the default values of 90 for half height and 35 for radius but .875.
I also changed the mesh scale under transform to .875.

Then I just kinda cleaned up the blueprint alongside the minor tweaks so it looked a bit neater.

Instead of just having the location on the break hit result be adjusted by 40 in the multiply node, I used the capsule radius so it would change based on which character bp I ended up using.

1 Like