poseablemesh trouble?

do really none of those blueprint functions work on your poseable mesh?
posablemesh.jpg

A second option would be to use an additional animation blueprint:
If you want to set the transforms of the bones manually, use the “transform (modify) bone” AB node in the animation graph.
Create variables in the AB for the transforms. Then you set them from your normal blueprint.
And use a skeletal mesh :slight_smile:
hope that helps!