Cloth scale using sequencer completely jacks the cloth physics as the mesh seems to keep the original dynamic scale for the physics driven part. I tried animating the cloth by itself, attached to another object, scaling it in the blueprint and then calling the float for the scale in sequencer and it even though it adjusts when I hit play when I render it scrunches up and dies!
Any suggestions might be helpful, I guess I can try baking everything down and then scaling after, but I would really like to not lose the dynamic flexibility.