How to get the default bone positions of a Skeletal Mesh?

I want to get the relative position of a bone from the origin on a skeletal asset using Blueprint. The position before transformation with Anim BP.
Is this possible?

I don’t think it’s possible to do that within blueprints, however, there’s how you can do that in C++

FTransform GetRefBoneComponentSpaceTransform(const FReferenceSkeleton& RefSkeleton, const FName& Bone)
{
    const int32 BoneIndex = RefSkeleton.FindBoneIndex(Bone);
    const TArray<FTransform>& RefPose = RefSkeleton.GetRefBonePose();
    FTransform Result = RefPose[BoneIndex];

    int32 ParentIndex = RefSkeleton.GetParentIndex(BoneIndex);
    while (ParentIndex != INDEX_NONE)
    {
        Result = Result * RefPose[ParentIndex];
        ParentIndex = RefSkeleton.GetParentIndex(ParentIndex);
    }

    return Result;
}