How can I get per-vertex bone transform in a material blueprint?

Hello.
I want to use a full-body wrinkle map for a skeletal mesh. I suppose to use a Lerp operation between usual normal map and a wrinkle map on a per-vertex basis, depending on the transformation applied to a vertex from bones (and interpolated between vertices). What is a best way to reach it?

Same question here, any solution?
I saw this code annotation in the GpuSkinCacheComputeShader.usf

and I found this way to trans the bone location data to the materials.

Just curious is there any better solution…