Thanks for a quick response. I investigated ways of transforming the bones in C++, but unless you use a poseable mesh component it’s not easy. Like you, I was hoping post-process anim graphs would evaluate after physics. The C++ comments and what it says in the skeletal mesh contradict one another. In C++ it says it will happen after physics, but the skeletal mesh says it happens before.
Here’s to hoping Epic adds a way to add bone transforms on top of physics.