So I've tried the above solution, but I'm not having any luck with it so far. My game is 2D-oriented, and so setup in the X/Y planes, but when I try and Get the World Position of the Bone, it returns some extreme values, like -100'ish in the Z-axis, which really doesn't feel right at all. Realistically the Z value should return with a value between 0 to -1, at most... but that's not the case. So no matter how I subtract the Position vectors etc, it's always coming out with a weird value. The Pelvis bone is the highest part of my hierarchy that also has an extreme value like of -100ish, so I did try subtracting the vector from that (and vice versa), but still no luck, however I add/subtract them, I still don't get a value that's close.
Massive bodge, but I had toyed with the idea of parenting/deparenting an Empty GameObject every frame from the Hand Bone, just to grab the position from that GameObject when it's unparented, but I can't seem to get it to unparent at runtime without affecting its position. If I drag the Hand Bone etc. out of the Hierarchy just in the editor it works fine, like the hand doesn't move and I can grab the Position perfectly, but no luck doing that in-game yet. And does feel a bit dirty doing it that way anyway, so maybe that isn't the solution.
I've tried searching for this a lot on google, because I feel it's obviously more a Unity issue than Playmaker itself, but really haven't had any luck. So if you did have any ideas Jean that would be amazing