Using Transform (Modify) Bone to Scale Character but Ragdoll and Montages Still Using Original Scale

Hi Everyone, I am making a VR game where I need to scale my character’s height to the player’s height. I’ve had reasonable success scaling it within the anim blueprint by using the Transform (Modify) Bone node. Then I use the FABRIK nodes to move the character’s hands in line with leap motion/motion controller inputs and that’s all working okay. Typically I am reducing the scale of the character because the original mannequin is tall.

The problem is, when I put the character into ragdoll mode (using instructions from this Live Training: Animation Pose Snapshot | Live Training | Unreal Engine - YouTube) and using montage to have the character get back up, I am seeing a bug where:

  1. During the ragdoll mode (set simulate physics enabled), the character appears stretched - his body parts appear to be the same size, but there are air gaps at the joints

  2. During the get up animation montage, the character would go to the original size of the mannequin (larger body parts, no air gaps anymore).

Once the montage finishes playing the character returns to the desired scaled size. Can anyone help me fix these two issues please? Do I need to scale the skeletal mesh in run time somehow, rather than scaling the bones?

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