Accessing bone hierarchy in c++

I’m trying to animate a character in UE4 with realtime Motion Capture data which are captured by our own Mocap system. What I’m trying to do is get the mocap data into UE4 engine and pass these quaternion data into each bone using C++. I tried creating a c++ skeletalmesh component and couldn’t do it because of the lack of details. Please assist me on this. Thank you

Hello, I am also doing motion capture implementation, I do not know how to access skeleton level in c++ code, do you know how to do?I also use quaternions to control bone movement