Scaling a bone affects children too. No way to simply affect the scale of one bone only

When in an animation blueprint, using the “Transform (Modify) Bone” node affects the children of the bone you are affecting also. This can’t be intended, since it makes it impossible to scale just one bone without calling the bone transform function on all of its children, using the inverse of the target bone’s scale. I’ve tested, and changing the “Scale Mode” property of the node doesn’t affect anything about this issue.

Hi janimationd,

Transform Bone is meant to affect the child bones (including scale). If it didn’t and you DID want the children to scale with it, then you’d have to do it for every bone. In this case, you need only two nodes to scale a single bone. The idea of a bone structure like this is a parent/child relationship. It is expected that modifications to a parent propagate to the child.

What you’re doing is the correct method to scale only one bone.

So if I wanted to scale, let’s say, just the pelvis on a humanoid model, I would have to inversely scale every other bone that is a direct child of it? Is it reasonable for me to request a feature for another version of this function to be implemented that only affects the bone you target, so it doesn’t require knowledge of the bone hierarchy if you want to programmatically re-scale bones?

For the time being, yes. You’ll need to scale the children inverse to the bone you’d like to scale.

I’ve entered UE-41526 as a feature request.

This ticket ( UE-41526 ) doesn’t seem to exist? link text