#Skeletal Controller Single Bone + Custom C++ Anim Instance
In your Anim BP
Make a Skeletal Controller for Single Bone
Extend your Anim BP class, making your own AnimInstance class that has your custom FTransform or FVector or FRotator Vars in it
Then set these vars any time from anywhere c++ after accessing your custom anim instance.
You can even implement custom logic in the tick of the animation instance itself!
#My Wiki Tutorials
Custom Anim BP Vars in C++
Custom Logic in Anim BP Tick in C++
#Advantages
You can modify animations that are playing if the Skeletal Controller is applied after the animation blends / montages / Slots
Itβs easy to use
Can do it with multiple bones and handle each case separately without one interfering with the other, enabling/disabling each modification as per your C++ logic / gameplay flow
#Enjoy!
Rama