How would I feed a specific bone/socket's FVector to an AnimNotify from Persona?

I built a subclass of UAnimNotifyState to generate hitboxes for my attack- the state has a public FVector hitboxVector, and the idea is that every NotifyTick, the subclass does a sweep check originating from hitboxVector to check if the player managed to hit something.

Just giving hitboxVector the UPROPERTY(EditAnywhere) modifier exposes it in Persona, but I still have to manually compute its value- is there any way I can give it a specific bone or socket in the editor, so that when it runs the sweep check will always center itself on that bone’s coordinates, effectively tracking the damage-dealing surface as it moves through the animation?