Rotate Bones via Blueprints

Can I rotate skeletal bones with blueprints?
And if the answer is yes,

You can either transform bones in AnimationBlueprint or classic Blueprints.

Assuming you have imported a Skeletal Mesh and linked it in a classic Blueprint via PoseableMeshComponent you may want to use the following:

Regarding AnimationBlueprint, this can be done via Transform (Modify) Bone node

Thank you, but how to rotate the bone in it’s local space (not world-, or component space)?

You can set the Bone Space to Component Space instead of World space