Control the rotation of the selected bone. By default the rotation coordinates are controllable in the AnimGraph. With the Rotation Mode property you can set the node to Ignore the modifications made by the node, retaining any existing rotation on the bone, Replace Existing to replace any rotation on the bone with the rotation the node is performing, and Add to Existing which will add the Transform Bone's rotation to any existing rotation on the bone. You can also set the Rotation Space of the node to control the space the rotation is applied. You can set the following options: World Space: Applies the rotation based on the absolute position in world space. Component Space: Applies the rotation based on the bones position in relation to the Skeletal Mesh's reference frame. Parent Bone Space: Applies the rotation based on the bones position in relation to its parent bone. Bone Space: Applies the rotation based on the bone's own reference frame.