Non-uniform scaling

Hi everyone, I’m new to UE5. I have a 3D log model with tenons on both ends. When I try to scale it to make it longer, the tenons get deformed and stretched as well.

Is there a way in UE5 (perhaps using Modeling Mode) to only stretch or extend the middle section of the log while keeping the geometry of the two ends exactly the same?

Thanks in advance!

Ideally, UE would support morphs, but the way it’s done is wonky. Your best bet is probably splitting up the geometry and setting the pivot point of the stretchable section where it attaches to the rest of the other mesh. So you’d have two static mesh components where you can scale one of them. Note that Lumen lighting doesn’t work well with non uniform stretching. But if you don’t have reflective materials, it should be fine.

If you have a skeletal mesh, I think you can scale one axis of the bone.