Transforming bones of a SkeletalMesh in C++

Hey,

How can I transform bones of a SkeletalMesh in C++ ? I want to experiment with a custom procedural animation that involves lots of computation and I don’t want to do that in BP.
For now the only way I found to change the transform of a bone is using a “Transform Modify Bone” node in an AnimInstance AnimGraph, but I don’t see any c++ equivalent. Note that my transformation should be additive so an equivalent to this node is what I need, PoseableMeshComponent wouldn’t work for me.
I don’t want to have lots of Transform Bone nodes in the graph as I don’t think it’s efficient and manageable…

Any ideas ?

Thanks in advance.

Up ? I really can’t figure out the best practice for this in unreal :confused: