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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 featuresPer-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



