When animating Skeletal Meshes, there may be instances when you want to let physics take control of the mesh (such as a character entering a rag-doll state). After physics has been applied, using the Animation Pose Snapshot feature, you can capture a Skeletal Mesh pose (storing all the Bone Transform data) within a Blueprint. You can then retrieve that informaiton inside an Animation Blueprint and use the saved pose as a source to blend from (as seen in the example video below).