Driving character animation by reading bone transforms from a texture in VRAM?

Say I have managed to extract the bone transforms for a particular character animation.

Say also that I have managed to write these bone transforms to a texture in VRAM.

How to do a procedural animation where you are reading the bone transforms by vertex texture fetch and skinning the character?

Ehamloptiran pointed me in the right direction. The places in the code to look for are:

GPUSkinVertexFactory.cpp for the actual C++ code.

Then in the shader GpuSkinVertexFactory.usf we have the vertex shader technique for HW skinning.

I am marking my own qn as closed. Thanks Ehamloptiran .