How to get bone transforms from Animation Sequence

I have a skeletal mesh that I’m using in a PoseableMeshComponent in my actor, along with a bunch of animation sequences. I want direct control over these animations, so I need to grab the bone transform data for each frame and set the bone transforms myself. How would I do this?

If you want to control bones in animation, there is a node called modify bone in animbp

That part isn’t the problem, the problem is getting the data from the Animation sequences to identify which bone is used in which pre-compiled animation from my GLTF import, along with the change in transform each frame. I can’t seem to find a way to decompress the raw data in the animation sequences.