--- ./VMC4UE/VMC4UE/Source/VMC4UE/Source/VMC4UEBlueprintFunctionLibrary.cpp
+++ ./VMC4UEBlueprintFunctionLibrary.cpp
@@ -119,27 +119,29 @@ UVMC4UEStreamingSkeletalMeshTransform* UVMC4UEBlueprin
 	{
 		return nullptr;
 	}
-	
+
+	UVMC4UEStreamingSkeletalMeshTransform* StreamingSkeletalMeshTransform = nullptr;
+
+	// Try to get existing transform
 	{
-		// Get
 		FRWScopeLock RWScopeLock(OSCManager->RWLock, FRWScopeLockType::SLT_ReadOnly);
-		auto StreamingSkeletalMeshTransform = OSCManager->StreamingSkeletalMeshTransformMap.Find(Port);
-		if (StreamingSkeletalMeshTransform != nullptr)
+		auto FoundTransform = OSCManager->StreamingSkeletalMeshTransformMap.Find(Port);
+		if (FoundTransform != nullptr)
 		{
-			return *StreamingSkeletalMeshTransform;
+			return *FoundTransform;
 		}
 	}
+
+	// Create new transform if not found
 	{
-		// Create
 		FRWScopeLock RWScopeLock(OSCManager->RWLock, FRWScopeLockType::SLT_Write);
-		auto StreamingSkeletalMeshTransform = OSCManager->StreamingSkeletalMeshTransformMap.Find(Port);
-		if (StreamingSkeletalMeshTransform != nullptr)
+		auto FoundTransform = OSCManager->StreamingSkeletalMeshTransformMap.Find(Port);
+		if (FoundTransform != nullptr)
 		{
-			return *StreamingSkeletalMeshTransform;
+			return *FoundTransform;
 		}
-		UVMC4UEStreamingSkeletalMeshTransform* NewStreamingSkeletalMeshTransform = NewObject<UVMC4UEStreamingSkeletalMeshTransform>();
 
-		//FRWScopeLock RWScopeLock2(NewStreamingSkeletalMeshTransform->RWLock, FRWScopeLockType::SLT_Write);
+		UVMC4UEStreamingSkeletalMeshTransform* NewStreamingSkeletalMeshTransform = NewObject<UVMC4UEStreamingSkeletalMeshTransform>();
 		OSCManager->StreamingSkeletalMeshTransformMap.Emplace(Port, NewStreamingSkeletalMeshTransform);
 
 		// Bind Port
@@ -149,9 +151,10 @@ UVMC4UEStreamingSkeletalMeshTransform* UVMC4UEBlueprin
 
 		OSCManager->OscReceivers.Emplace(OscReceiver);
 
-		return NewStreamingSkeletalMeshTransform;
+		StreamingSkeletalMeshTransform = NewStreamingSkeletalMeshTransform;
 	}
-	return nullptr;
+
+	return StreamingSkeletalMeshTransform;
 }
 
 void UVMC4UEBlueprintFunctionLibrary::RefreshConnection(float Seconds)