Rotate bone in blueprint (in his bone-space)

Hi there,

I wanna rotate a single bone in my posable mesh component (for some reason, it seems not possible in a skeletal mesh component). It works fine in the editor when using local-space, even if the bone is not aligned with one of the world-axis.

The strange thing: When I try to replicate that with Blueprint, the rotation can only be handled in world-space (wrong), component-space (wrong) but I simply can’t choose bone-space/local-space:


Does that mean, it’s not possible to rotate a bone which is tilted in any way along his own axis without using a AnimBlueprint?

i’ve having the same problem - surely it should be possible to get and set bone rotation in local space?

If you want to rotate any given bone in any given skeletal mesh then you probably want to do it inside the animation blueprint. For a good reference, look up how bone transforms are used to handle aim offsets or head-turning. This is the node you would be using: Transform Bone. I’m surprised this has been sitting unanswered for so long.

Many thanks, but I had to do that from inside a normal blueprint, I just wondered why this wasn’t possible. We had to solved it with some matrix and vector magic.

Any chance you wanna share what vector math you used to do that? Im need to do the same too.

Why not just rotate the bone in the animation blueprint from a value set in the character blueprint? Because it’s not animated? If you must do it in the charater blueprint then why not get the bone rotation, add to it, and set it back?