How to avoid my socket' default transform getting from inside of custom Animation Blueprint node?


Can you advise me please the best and proper approach of getting transforms inside of Animation Blueprint node?

The problem is: I am getting not actual but default value first with any touch of my pawn controllers. This is command:

const FTransform& poleCSTransform = SkelComp->GetSocketTransform(ConstraintSocketName, ERelativeTransformSpace::RTS_Component);

Is any way exist, how to get the actual value of the socket transform, not default?

Thank you in advance!