(Virtual Muscles) Access Angular Motor Orientation at runtime in PhAT?

Does anyone know a way to control the orientation of the specific ragdoll joints at runtime with blueprints? I’m experimenting with Neural Networks and I want to try and evolve an AI character controller.
In order to do it, the character needs to have some sort of “virtual muscles” which the AI would be able to control (orientation and strength) and put the character into the desired position.

So basically this but with normal UE skeleton:
https://www.youtube.com/watch?v=-hANxnHSlyg

Hey man! I’m also working on something similar and so far I’ve had a lot of trouble with my controller.

Do you have a discord so we could maybe discuss and try to find a solution for us both?

Lets do it here so others would see too.
So I have found this video:[Evolving waving animation using Neural Networks and Genetic Algorithms on Unreal Engine - YouTube][1]

[1]: Evolving waving animation using Neural Networks and Genetic Algorithms on Unreal Engine - YouTube but the author doesnt answer.
So far I haven’t been able to find a blueprint node that would allow me to control the orientation of a specific joint