Controlling USkeletalMeshComponent bones directly?

Is there a way to drive a USkeletalMeshComponent’s entirely bones from code, without an animation?

I want to directly be able to manipulate the bone transforms every frame so it matches up with some physics and IK.

I have been trying to use UPoseableMeshComponent to achieve this, but I’m running into a one frame lag between the physics and animation that I haven’t been able to resolve.
https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1769110-uposeablemeshcomponent-one-frame-behind-physics-bodies

For future reference, I was able to solve my original problem using UPoseableMeshComponent and eliminate the one frame lag.
https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1769110-uposeablemeshcomponent-one-frame-behind-physics-bodies

Although I’m sure being able to manipulate a USkeletalMeshComponent would still be a useful tool if someone knows how to do it.

You can directly manipulate USkeletalMeshComponent with animation blueprint of course. Something like below:-Capture.JPG