How to get reference to bone instead of getting socket by name

Hey there!
as a unity developer, i’m used to the fact that references to objects that I’m going to access often need to be cached in advance, because frequent search for objects by name affects performance. for example, I can declare a reference variable in this way:

[SerializeField] Transform myBone;

to make it visible in the editor, and then just drag my bone to the field that appears in the editor. there are many other ways to do this. the main thing is that in the end I will have a variable that I can access as often as I need

void Update() // Tick in UE
{
  Vector3 bonePosition = myBone.position;
}

can this be achieved in unreal engine?