Get bone transform inside animation blueprint

I have several motion captured animation and would want to have a worse quality.
To do so i want to use Inverse kinematics to change the position of joints like the elbow based on the position of the corresponding hand.
I can’t find a way to obtain the transform of the hand to apply this IK.

I also found somewhere that virtual bones might help but i didn’t understand why.

I managed to access animation bluprint mesh pose by these steps:

  1. use “copy bone” node inside animation bluprint .
    1.2) copy transform from the bone that is need to be read to the any readable bone such as Virtual Bone or any invisable bone.

  2. read the pose of the bone in the mesh that was targeted from any bluprint code