Transform skeletal bone in C++

If someone has a better solution that does not hesitate

AMyCharacter::AMyCharacter(const FObjectInitializer& ObjectInitializer) 
{
	static ConstructorHelpers::FObjectFinder<USkeletalMesh> skeletalMesh1(TEXT("SkeletalMesh'/Game/ThirdPerson/Character/ThirdPersonSkeletalMesh.ThirdPersonSkeletalMesh'"));
	GetMesh()->SetSkeletalMesh(NULL);

	MeshComponent = ObjectInitializer.CreateDefaultSubobject<UPoseableMeshComponent>(this, TEXT("MeshComponent"));
	MeshComponent->SetSkeletalMesh(skeletalMesh1.Object);
	MeshComponent->SetMobility(EComponentMobility::Movable);
	RootComponent = MeshComponent;

	GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
	UCapsuleComponent* capsule = this->GetCapsuleComponent();
	capsule->AttachTo(RootComponent);

	// Create a camera boom (pulls in towards the player if there is a collision)
	CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
	CameraBoom->AttachTo(RootComponent);
	CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character	
	CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
	
	// Create a follow camera
	FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
	FollowCamera->AttachTo(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
	FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
}

Disadvantage is that my character class has no mesh :frowning: