title: How to rotate bones in UE4 with C++?
body: <p>I just want to create a node that simply specifies the bone name of the character and rotates it.</p>
  <p>I want to move multiple bones, not just one bone, using the naming method.</p>
  <p>I wrote the following codes.</p>
  <p><strong>MyCharacter.h</strong></p>
  <pre><code>#pragma once
  
  #include &quot;CoreMinimal.h&quot;
  #include &quot;GameFramework/Character.h&quot;
  #include &quot;MyCharacter.generated.h&quot;
  class USkeletalMeshComponent;
  class UPoseableMeshComponent;
  
  UCLASS()
  class TESTPLUGIN_API AMyCharacter : public ACharacter
  {
      GENERATED_BODY()
  
  public:
      // Sets default values for this character's properties
      AMyCharacter();
      FRotator RotationValue;
  
  protected:
      // Called when the game starts or when spawned
      virtual void BeginPlay() override;
  
  public: 
      // Called every frame
      virtual void Tick(float DeltaTime) override;
  
      // Called to bind functionality to input
      virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
  
  private:
      UPoseableMeshComponent* PoseableMesh;
  };
  </code></pre>
  <p><strong>MyCharacter.cpp</strong></p>
  <pre><code>#pragma once
  
  #include &quot;CoreMinimal.h&quot;
  #include &quot;GameFramework/Character.h&quot;
  #include &quot;MyCharacter.generated.h&quot;
  class USkeletalMeshComponent;
  class UPoseableMeshComponent;
  
  UCLASS()
  class TESTPLUGIN_API AMyCharacter : public ACharacter
  {
      GENERATED_BODY()
  
  public:
      // Sets default values for this character's properties
      AMyCharacter();
      FRotator RotationValue;
  
  protected:
      // Called when the game starts or when spawned
      virtual void BeginPlay() override;
  
  public: 
      // Called every frame
      virtual void Tick(float DeltaTime) override;
  
      // Called to bind functionality to input
      virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
  
  private:
      UPoseableMeshComponent* PoseableMesh;
  };
  </code></pre>
  <p>When I compile the above code and open it with a level blueprint, I see a node like the one in the figure below.</p>
  <p><a href="https://i.stack.imgur.com/p19mM.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/p19mM.jpg" alt="enter image description here" /></a></p>
  <p>This node is not what I wanted.</p>
  <p>I want to create a node that can connect to FinalAnimationPose as shown in the image below.</p>
  <p><a href="https://i.stack.imgur.com/4eHBi.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/4eHBi.jpg" alt="enter image description here" /></a></p>
  <p>How can I create a node like this?</p>
  <p>All I want to do is simply rotate the bones every second. I couldn't find this information.</p>
  <p>I am a beginner in both UE4 and C ++. Any answer will help.</p>