Can I scale my pawn dynamically using Blueprint?

So, I understand that I can change my pawn’s materials dynamically by creating a Dynamic Material Instance from my mesh in my Construction Script.

I can then call the dynamic material and “Set Vector Parameter Value” to, for example, change color by specifying “DiffuseColor” (if this exits in my material…).

Can I do something similar for my mesh scale?

E.g. something like:

get Mesh -> set Vector parameter Transform.Scale to (2,2,2)

OK… so it looks like there is a higher level function.

Just used “Set Actor Scale 3D” or “Set Actor Relative Scale 3D”.

The pawn ends up half way in the ground when I scale him up by (2,2,2) so next job is to get him to be in the right location!