How do I fix Skeletal Mesh Weapons Toggling that causes strange scale problem?

Hey there. I’ve spent quite a long time trying to figure this problem out on my own, as well as searching these forms and the interwebs for a possible solution (or even someone having the same problem) for a couple of weeks now with no success. I have finally come to the realization that I need to post an S.O.S. before I drive myself crazy!

So here’s my problem…

I have recently been trying to set up a blueprint network that would allow my character to carry two weapons…one active and one stowed…and be able to toggle between both weapons. I have actually succeeded in creating that process. However, there is some sort of messed up scale issue going on with the weapons when I toggle them. They start out at the correct size on screen, but as I toggle between them, the start to shrink…smaller and smaller…until you can no longer see them! They are there, and they are attached to the correct sockets and all that. But as soon as I start to toggle them…the incredible shrinking weapons show begins. Arrrgh!!!

Does anyone out there know what I am talking about? Have you seen this happen before? And if so, did you find a solution? I will attach some screenshots of the toggle BPs, as well as pics of what is happening on-screen with the weapons. I could really use some help figuring this out. Thanks!

Here’s a link to my original post thread that contains the pics of the BP scripting nodes:

Skeletal Mesh Weapons Toggling causes strange scale problem! - Character & Animation - Unreal Engine Forums!