How to correctly scale a skeletal mesh / physics actor along one axis

Update:

I am able to adjust the scale of the bones in the skeleton by using an animation blueprint and the transform bone node in the Anim Graph. All appears to be working correctly in that sense, however, the physics actor’s collision bodies don’t update. In essence, the new scaled mesh distorts how it should in relation to physics reactions, but I still have the problem of the end of the tail clipping through the environment; the physics bodies do not scale directly with the bones.

My problem is resolved with skeletal scaling, but now I need to find a way to recalculate the physics bodies to scale with the bones.

Any ideas?

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