How can I blend physic/springiness with Transform Bone nodes?

I’m trying to control the rotation of the bones of a character through code, so I have set up an animation blueprint with a chain of Transform (modify) Bone nodes each controlling a different bone based on the alpha value of a variable. I want to just set a new target pose through code and interpolate towards the new pose with some springiness and physics applied on top of it.

When updating the variables, the character just snaps to the new pose without any damping. I’ve tried plugging a rigidbody node, an anim dynamics node, and a spring controller node, but the same still happens.

Am I using the nodes wrong? Is there a different way to get what I’m looking for?

I figured out the issue. I hadn’t set up the bones in the physics asset to be simulated.