Rotating joints in realtime

I have built a motion capture system similar to Control VR which tells me the orientation of each joint on the user’s real body.

How would I go about rotating the individual joints of a rigged mesh in realtime so that I can map them to these rotations using Blueprints? (Rotations have to be applied relative to the world, not to the parent joint)

Thanks in advance,
Matt

Skeletal Controllers should do what you need, for example Transform (modify) Bone is a good choice. It allows you to set translate, rotate and scale for one bone in world/component/parent/bone space.

An alternative use would be to setup an IK system and only drive the position of the hand and the polevector for the elbow.