Convert bone space in Anim Node C++

Dear community! For a few days i can’t figur out how to set transform of the bone in world space using FPoseContext in anim node.

void FAnimNode_SetBonesTransforms::Evaluate(FPoseContext& Output)
{
	BasePose.Evaluate(Output);
	if (BonesTransfroms.Names.Num() > 0 && BonesTransfroms.Transforms.Num() > 0)
	{
		USkeletalMeshComponent* SkeletalMesh = Output.AnimInstanceProxy->GetSkelMeshComponent();
		for (int32 i = 0; i < BonesTransfroms.Names.Num(); i++)
		{
			int32 BoneIndex = SkeletalMesh->GetBoneIndex(BonesTransfroms.Names[i]);
			if (BoneIndex != INDEX_NONE)
			{
				const FCompactPoseBoneIndex CompactBoneIndex = FCompactPoseBoneIndex(BoneIndex);
				FTransform LocalTransform = BonesTransfroms.Transforms[i];
				Output.Pose[CompactBoneIndex].BlendWith(LocalTransform, BlendWeight);
			}
		}
	}
}

The problem is that my array of transforms BonesTransfroms.Transforms is in world space. But Output.Pose transforms are in bone space.
I tried different methods but nothing worked. Thank you very much!

Nevermind.
I found a way how to do it using FComponentSpacePoseContext

void FAnimNode_SetBonesTransforms::EvaluateComponentSpace(FComponentSpacePoseContext& Output)
{
	ComponentPose.EvaluateComponentSpace(Output);
	if (BonesTransfroms.Names.Num() > 0 && BonesTransfroms.Transforms.Num() == BonesTransfroms.Names.Num())
	{
		TArray<FBoneTransform> BoneTransforms;
		TArray<int32> BoneIds;
		USkeletalMeshComponent* SkeletalMesh = Output.AnimInstanceProxy->GetSkelMeshComponent();
		for (int32 i = 0; i < BonesTransfroms.Names.Num(); i++)
		{
			int32 BoneIndex = SkeletalMesh->GetBoneIndex(BonesTransfroms.Names[i]);
			if (BoneIndex != INDEX_NONE)
			{
				BoneIds.Add(BoneIndex);
			}
		}
		BoneIds.Sort();
		for (int32 Id = 0; Id < BoneIds.Num(); Id ++)
		{
			BoneTransforms.Add(FBoneTransform(FCompactPoseBoneIndex(BoneIds[Id]), BonesTransfroms.Transforms[Id]));
		}
		checkSlow(!ContainsNaN(BoneTransforms));
		if (BoneTransforms.Num() > 0)
		{
			Output.Pose.LocalBlendCSBoneTransforms(BoneTransforms, BlendWeight);
		}
	}
}

Just talking to myself ha))