scale down skeleton inside editor?

I’m trying to retarget cat to a human and while this works to some extent I can see some problems that might originate from the mesh size difference, namely problematic ik goals adjustment. I’ve found some examples of retargeting between different sized meshes but all were from big to small, not the other way around.
anyway, is there a way to scale the skeleton (and mesh?) inside editor? I don’t have access to original mesh. Tried setting scale on the root bone of the human skeleton in the new skeletal mesh tools panel but that didn’t affect the actual mesh while totally messing up every other animation related aspect.

Probably scale the final actor itself…

that’s not helping with retargeter, feet and hands of the big model try and do hit the corresponding locations of a tiny model which looks really bad compared to the opposite scenario where the tiny model reaches out and can’t meet the goals.

Yea you either scale the model ouside of the engine, or you disable IK which is probably more sane when working with a cat model anyway?

Export to FBX without LODs, mess with the mesh/skeleton however you think.
Save and re-import as a new thing (with new skeleton).

Should make the process a bit easier…

if that would be easier for me I wouldn’t looking for a method to do it in engine. I have no trouble messing with static meshes but each time I try that with skeletal mesh it ends up with massive waste of time.

interestingly, in the pose asset that retargeter can use as reference I can scale the bones but it only seem to care about rotations ;(

Anything in engine to do with retargeting only cares about rotations - which is why skeleton sizes do not matter to the engine…