# Transform skeletal bone in C++

**URL:** <https://forums.unrealengine.com/t/transform-skeletal-bone-in-c/286384>\
**Category:** Character & Animation\
**Tags:** actor, bone, unreal-engine, transform, question\
**Created:** [June 20, 2014, 11:59am UTC](https://forums.unrealengine.com/t/transform-skeletal-bone-in-c/286384 "2014-06-20T11:59:27Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [June 20, 2014, 8:35pm UTC](https://forums.unrealengine.com/t/transform-skeletal-bone-in-c/286384/2 "2014-06-20T20:35:19Z")

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#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++**

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

**Custom Logic in Anim BP Tick in C++**

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

#Advantages

You can modify animations that are playing if the Skeletal Controller is applied after the animation blends / montages / Slots

It’s 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

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