Set indiviidual bones' scale during anim montage?

I have a bone scaling setup in the animation blueprint for my character so I can easily add some variation to different NPCs with the same character mesh. It all works fine when playing animations through the animation blueprint, but when firing off an animation montage via the behavior tree, the bone scaling from the animation blueprint is of course not applied.

Is there a way to get around this, and have my bone scaling applied during an animation montage?

Apply bone transform after your Slot node in your anim graph.

@VRtqq, thanks bud :D!