Kinematic Overrides Scale of Skeletal Meshes


While creating a physics asset, bone world scale will be overriden to 1 if you set a bone to be kinematic and if that skeletal mesh is scaled (for exp. 0.75, 0.75,0.75) in the level,

BUT, this wont happen if root bone is kinematic too.

Steps to reproduce:

1- Create a 3rd Person Template Project.

2- Open SK_Mannequin_PhysicsAsset.

3- Change the upperarm_r to kinematic.

4- Place the skeletal mesh in level.

5- Scale the skeletal mesh to 0.75, 0.75,0.75.

6- Set Simulate Physics.

7- Notice that upperarm_r and all children bones are scale back to 1. Be aware, it will fly around.

8- Change pelvis to kinematic.

9- Notice that scale wont override.

Is this intentional? Is there a way to workaround this?