# Luffy's skin ignores bone scale in custom animations 

**URL:** <https://forums.unrealengine.com/t/luffys-skin-ignores-bone-scale-in-custom-animations/2853544>\
**Category:** Character & Animation\
**Tags:** unreal-engine, bug-report\
**Created:** [November 10, 2026, 6:41pm UTC](https://forums.unrealengine.com/t/luffys-skin-ignores-bone-scale-in-custom-animations/2853544 "2026-11-10T18:41:20Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![ZdouG](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ZdouG](https://forums.unrealengine.com/u/ZdouG)\
**Post date:** [November 10, 2026, 6:41pm UTC](https://forums.unrealengine.com/t/luffys-skin-ignores-bone-scale-in-custom-animations/2853544/1 "2026-11-10T18:41:20Z")

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Hey! Quick bug report on the Luffy’s skin.

When I play a custom animation that scales bones up (to make the character bigger), it works on every other skin and on the FN\_Mannequin, but not on Luffy. His body just gets longer and thinner instead of bigger. Only his hands and head scale properly.

Same animation, same island, same session: only Luffy breaks.

Steps to reproduce:

1. Play an animation with bone scale above 1 on the spine or arms (play\_animation\_controller in Verse).

2. Compare any skin with the Luffy’s skin.

Expected: the body gets thicker, like on other outfits.

Actual: limbs stretch, no thickness.

Happy to share a video if it helps.

Thanks!
