C++ Code for Dynanic Bone Manipulation in Skeletal Mesh

Just a clue you may find useful. There is a family of classes that are used in animation blueprint - AnimNode_*. You can subcalss FAnimNode_SkeletalControlBase to implement your own skeletal controllers and then use it inside your model’s animation blueprint. I haven’t tried that yet, but I think it’s a good place to start research.

Cheers!