Is it possible to apply a filter to an animation in all the bones?

Hi, I wonder if it is possible to perform a logic for all the bones of a skeletal mesh at once. For example, if rotation < x use last rotation. Or adding a random rotation variation for all the animation.

Thanks

in C++ maybe.
doing it in blueprint would take way too long, and function poorly…

On the other hand, an Additive animation does exactly what you ask, but it isn’t done by code…

In c the process will be to take all bones and apply the condition one by one on the BP animation update right?

Refer to this, it seems to do what you want.
https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1682827-c-animgraph-modify-transform-on-array-of-bones

Thats it thank you very much!!! ^^