There are multiple ways to do this. Probably the intended way would be to set the Impact Map + field of the action actor associated with the attack; for the missile turret this would be the Missile Turret Attack actor.
For this field, you can specify a model and a sound, which are played on missile impact. You can select different variants based on the type of impact (flesh, metal etc); most likely, you only want to specify None, which will be used as a default, if no other variant is specified. You can also set a scale, however that field doesn't seem to be functional for now.
To change the scale regardless, you can create your own impact model actor. The Impact Model field links to a base actor, which is used to create the model at the impact location. It defaults to GenericAttackImpactModel. You can search for this actor, copy it and change the copys scale, lets take a factor of 2. Rename it to something that makes sense, for example GenericAttackImpactScale2 and use that actor as an Impact Model for the action actor. Now, the impact effect should use the scale.
Another method would be to create a new actor of type Model, based on ModelAnimationStyleOneShot. Set the Art - Model field to your desired model, change the scale to your liking and add following event:
The advantage of the action actor method over the 2nd would be, that the impact occurs at the point, where the missile impacts on the enemy model, while the 2nd actor would just be created at the general location of the impact effect. However, the 2nd method is easier to realize.
There are multiple ways to do this. Probably the intended way would be to set the Impact Map + field of the action actor associated with the attack; for the missile turret this would be the Missile Turret Attack actor.
For this field, you can specify a model and a sound, which are played on missile impact. You can select different variants based on the type of impact (flesh, metal etc); most likely, you only want to specify None, which will be used as a default, if no other variant is specified. You can also set a scale, however that field doesn't seem to be functional for now.
To change the scale regardless, you can create your own impact model actor. The Impact Model field links to a base actor, which is used to create the model at the impact location. It defaults to GenericAttackImpactModel. You can search for this actor, copy it and change the copys scale, lets take a factor of 2. Rename it to something that makes sense, for example GenericAttackImpactScale2 and use that actor as an Impact Model for the action actor. Now, the impact effect should use the scale.
Another method would be to create a new actor of type Model, based on ModelAnimationStyleOneShot. Set the Art - Model field to your desired model, change the scale to your liking and add following event:
The advantage of the action actor method over the 2nd would be, that the impact occurs at the point, where the missile impacts on the enemy model, while the 2nd actor would just be created at the general location of the impact effect. However, the 2nd method is easier to realize.