Poses can either be in local-space or component-space. The Convert Spaces nodes available in the AnimGraph
of Animation Blueprints provide the ability to convert poses between local and component space. Local space assumes
the transform of a bone to be relative to its parent bone. Component space assumes the bone's transform to be relative to
Generally, when working with poses in an Animation Blueprint, they will be in local-space. However, certain blend
nodes and all SkeletalControls operate in component-space. This means that the input pose needs to be transformed
prior to being passed in to one of these types of nodes. If the input pose is coming from a node that outputs a local
space pose, the pose must be converted to the correct space before a SkeletalControl can perform operations on it.
The resulting pose, after the SkeletalControl have performed the operations, then must be converted back to
local space for input to additional blends or the Result pin.
Because there is a cost associated with each conversion to or from component space, it is best to group any nodes that
operate in component-space, such as SkeletalControls, so that they are all performed in a row, limiting the number
of conversions needed.