Thanks! The plugin unfortunately is Windows only. This is due to the fact that the Kinect device is for Windows machines only. There might be a way to get a solution working through a dual boot setup on your mac if that is a possibility.
We have a simple suggestion you can try (assuming you are driving everything through the Animation Blueprint). On a per-bone basis you could try using the interpolation nodes Unreal provides (://docs.unrealengine.com/latest/INT/BlueprintAPI/Math/Interpolation/RInterpTo/index.html). Below is an example of a starting node setup in the Anim Graph followed by the changes needed to using the Interpolate node (with your own configuration for interp speed etc).
Starting Anim Graph:
Modified Anim Graph:

Modified Event Graph:
If you would like to implement a more advanced smoothing approach, we would recommend you investigate using Blueprint Macros for calculations (they keep state and can have an internal array of values) or implementing a solution in C++ logic that takes values retrieved from the plugin functions.
The plugin exposes the Kinect data as blueprint nodes alone for the moment. This was a deliberate decision by us to ensure that our plugin could be as usable as possible. Have you tried extending a C++ class into blueprints and then using a Kinect Interface Component to retrieve the data that is then processes by your C++ logic? Something beyond what is outlined is this: ://docs.unrealengine.com/latest/INT/Gameplay/ClassCreation/CodeAndBlueprints/index.html

