Hide bone through Kismet

Ok so I tried a different approach:


function OnBoneRemoval(SeqAct_BoneRemoval Action)
{
    local Sequence GSeq;
    local array<SequenceObject> AllSeqObjs;
    local int i;
    local name FoundBone;

    GSeq = Actor.WorldInfo.GetGameSequence();
    if(GSeq != None)
    {
        GSeq.FindSeqObjectsByClass(class'SeqAct_BoneRemoval', true, AllSeqObjs);
        for(i = 0; i < AllSeqObjs.length; i++)
        {
            //FoundBone = SeqAct_BoneRemoval(SeqObjs*).Value;
        }
    HideBoneByName(FoundBone,PBO_Term);
    }
}

Unfortunately this doesn’t work because SkeletalMeshComponent is not in the same hierarchy as WorldInfo, or at least that’s the reason I think it doesn’t work. How can I call functions from 2 classes that are not in the same hierarchy?