The way I did it was simple. Just set up a few variables in the Class/Blueprint that would drive the procedural animation. Then just read those variables in the AnimBlueprint and work them into the pose via SkelControls.
*Edit: I used it for a few small things like procedual recoil and GunTurrets, but the system gives you total control to do absolutely everything, basically.
I could find some time to make that work, simple as can be, thanks again very much DennyR.
Now i have to get rid of the blueprint and translate all that in c++ !