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Description

Reshape your characters without re-rigging.

SkeletonWitch adds a Skeleton Witch node to your Anim Blueprint so you can scale individual bones by length and thickness along any axis. Build named physique profiles. Default, Muscular, Slim, and anything else you need then switch or blend between them at runtime from Blueprint.

Anim Graph workflow

  • Add the Skeleton Witch node to your character’s Anim Graph and wire your pose through it

  • Author multiple Profiles with per-bone Exact and Partial matches

  • Control overall effect with Alpha (0 = default skeleton, 1 = full profile)

  • Target multiple nodes on one character with optional Node Id

Runtime Blueprint blending

  • Smoothly blend from one profile to another over any duration

  • Snap instantly with no transition when you need it

  • Query whether a blend is active and read the current profile name

  • Works from Character Blueprints — no custom AnimInstance C++ class required

Editor utilities

  • Enumerate Bone Names — auto-fill bone entries from your target skeleton

  • Manual Refresh — keep profile dropdowns in sync after edits

Built for production

  • Blueprint-only projects supported

  • Runtime module ships in packaged games (Win64 + Android)

  • Editor-only utilities never ship in builds

  • Authored profiles are never overwritten — runtime blending uses an internal slot

Part of the Witch plugin family..... check them out ;P

Key features
  • Per-bone physique profiles in the Anim Graph

  • Length, thickness, and axis scaling per bone

  • Exact and partial bone name matching (mirrored limbs, custom skeletons)

  • Pelvis bone reference, pelvis scale, and global scale per profile

  • Runtime profile blending from Blueprint (smooth or instant)

  • Node Id targeting for multiple Skeleton Witch nodes on one character

  • Mannequin template and skeleton enumeration utilities

  • Blueprint-only friendly, no C++ AnimInstance subclass needed

  • Included PDF user guide

Formats inclus