squash and stretch rigs + scale attributes from Maya to Unreal

Hey guys

So I’m working on some complex rigs for Unreal and I’m having some trouble with getting my scale attributes from Maya to Unreal.
Do you have any tips and tricks on how to create squash and stretch hierarchies (i.e. for tongues and such).

Since scaling the joint or control groups does not work, which set up would I want to look at for bone scaling?

Scaling joints should actually work just fine, but you might have to check the “Segment Scale Compensate” settings on your joints in Maya. If I remember correctly it has to be turned off in order to translate to Unreal correctly.