One way I’ve found around this ( I had a fully animated character with improper bone scaling ), was to re-rig the basemesh with a properly scaled armature. Create a physics asset with this mesh, and then just quickly swap them out when the character “dies”. It’s not perfect but with a bit of camouflage, such as an impact particle system( blood ), and a bit of angular impulse on the mesh, the transition is almost seamless.