Is it possible to disable scale inheritance for a skeleton

Is it at all possible to disable the inheritance of a bone so when you scale it, it does not transform the children or does not scale according to the parent? Maya has this as an option, though it disables the whole suite of transforms.

Steps to Reproduce
Create/load biped skeleton

Select a bone with a child

Scale it

Watch as all children scale with the selected bone

Hi, there’s no option in the engine to do this at the moment in the same way that you can in Maya, unfortunately. The only way to effectively do the same thing currently is to apply an inverse scale on the child bone.

This feature has been asked for previously, but I see that the JIRA was closed out since it was old and hadn’t been implemented, so I’ll go back to the product team and let them know that you’ve requested it.

Hey there just chiming in as well to say that this feature would be very useful, I had posted about it on the UDN but I think the post was deleted, but I will copy and paste my take here;

Ultimately, my issues would be solved if I were simply able to disable certain bones from inheriting scale from their parent bone. I animate in Blender which has this option and I have no issues with my animation, however when importing it into UE5 this issue comes up. Here is an example with some extremely exaggerated scaling just to clearly show the problem.

Blender
https://gyazo.com/665030a805f5fad36be358181c549aaa

UE5
https://gyazo.com/3aeae8cafac0ffb1490c8c686a2170a1

In blender I am applying scale to my lower spine bone and then disabling the arm bones inheriting that scale to keep my character’s grip on the weapon.

In Blender, all I need to do is select any bone and change the setting to inherit no scale

If we could get this feature in Unreal when setting up an animation blueprint or something like that it would be extremely helpful in using stylised animations.

Always happy to answer more questions if needed! I may also post this on the UDN to get some extra visibility.

Thanks for your time,

Garth

Okay,I’m going to develope the function!