Not in regards to recalculating the physics bodies, no. I have done work in modifying the model in the correct way that I would like for it to be manipulated using multiple transform(modify)bone nodes in Anim Blueprints for the skeletal meshes to calculate believable scaling. Documentation on the node used can be found here.
I noticed something with this method though and how using physics blend weights actually doesn’t update the character’s tail’s rigidity. By using the command “pxvis collision” during runtime, you’re able to visualize the collision in your world. The tail actually is just a floppy noodle; the actual skeleton is being updated based on the positioning of the physics actor meaning that if you were to hit the empty space under a character, their tail would react whereas a hit to where you visibly see the tail would do nothing to the physics asset.
This means that there is a problem with doing this and using blend weights to determine how a physics actor should move. I’ll need to find another method for doing this, since dynamic rigidity and correct collision are a must have for my game. Work has been a little slow on my end, but if I come across something, I’ll remember to post it here. No saying when that’ll be though; I am also working on a lot of other things in relation to developing my game at the same time, and not to mention real-world stuff.
I’ll keep this updated when I come across something.