Create animation graph nodes?

AnimNode_NAME.cpp

#include "YOUR_PLUGIN.h"
#include "Runtime/Engine/Public/Animation/AnimInstanceProxy.h"
#include "AnimNode_DataStream.h"


FAnimNode_NAME::FAnimNode_NAME()
{
}

FAnimNode_NAME::~FAnimNode_NAME()
{
	
}

void FAnimNode_NAME::Initialize(const FAnimationInitializeContext& Context)
{
	// Forward to the incoming pose link.
	check(Context.AnimInstanceProxy != nullptr);

	//init the datastream
	

    InPose.Initialize(Context);
  
}
TArray<FTransform> inPoses;
void FAnimNode_NAME::Update(const FAnimationUpdateContext& Context)
{
	//this function should grab the data that you want on the skeleton and bind it.
	
	
	//get input skelton Transforms and store
	inPoses.Empty();
	inPoses = Context.AnimInstanceProxy->GetSkelMeshComponent()->BoneSpaceTransforms;

	InPose.Update(Context);
	EvaluateGraphExposedInputs.Execute(Context);
}

void FAnimNode_NAME::Evaluate(FPoseContext& Output)
{
	check(Output.AnimInstanceProxy->GetSkeleton() != nullptr);
	InPose.Evaluate(Output);
	
	
	//TempBones here is the output pose. 
	
	TArray<FTransform> TempBones = Output.Pose.GetBoneContainer().GetRefPoseArray();
	
	TempBones[i].SetLocation(tmpV);
	
		

  Output.Pose.CopyBonesFrom( TempBones );
 
	return;
}

void FAnimNode_NAME::CacheBones(const FAnimationCacheBonesContext & Context)
{
	InPose.CacheBones(Context);
}