1.0 Full Body IK node uses constants for bone names: any way around that?

Looks like we’re on the same boat, since I’ve also developed a Full Body Mocap solution ( called Rigel ) and I’m about to switch to Control Rig in short time.
This is an advice I received from Jeremiah Grant ( THE Tech guy/Sr Developer for Rigging/Animation in UE ), where he shared a possible solution to have joints name as a variable.

I haven’t tested that yet, but it should as expected.