Is animating bones in code supposed to effect the child bone(s) in the skeletong bone hierarchy?

As mentioned in other topics, the following code can be used to move and rotate bones:

AnimatedModel.GetNodeTransformation → AnimatedModel.SetNodeTransformation
AnimatedModel.GetCurrentPose → AnimatedModel.SetCurrentPose

However, that only seems to affect one bone … but other child bones in the hierarchy are not updated with it. This is what it looks like when only the neck bone is rotated:
neck rotation CONVERTED

Here both neck and the connected head bone are rotating as expected.
neck+head rotation CONVERTED

The blender model was downloaded from online. The neck bone is rotating the head bone also in Blender.
An FBX file was exported. and imported into Flax Engine.

So, is this the expected behavior and bones have to be updated individually, or perhaps something happened during the export/import process?

Also, the model doesn’t have an animation graph attached to it. Could that be relevant?