Hello,
Just to make sure I understand correctly, you have a skeletal mesh that has animations applied to most bones, but you’re looking to set the positions on a couple specific bones that will have no animations?
According to this thread: Modify SkeletalMeshComponent bone transforms at runtime - #3 by Jambax
You’d need to modify it through the animation thread since the SkeletalMeshComponent doesn’t support direct bone transform override.
I was thinking, as a workaround, of using a UPoseableMeshComponent, and copying the pose over from the SkeletalMeshComponent but sadly any bone edits get overridden.
i.e. Modifying hand bone position gets reset when UPoseableMeshComponent is updated again from the SkeletalMeshComponent.
What you can do with UPoseableMeshComponent, though, is separate the bones / mesh part into a different skeleton that you’d use and edit the bones that way.
Here’s a quick thing I did with isolating the left hand into its own skeleton mesh and enlarging it.
[Image Removed]
Regards