Changing IK Rig and selected Bones in Child Animation Blueprints

Deam, I completely forgot about this feature, thanks!

So looks like i do have to use a Control Rig for this. And yes, as I wrote, they have compatible skeletons, so this should not be a problem. But then the question is - what is the best way to change the settings for each rig for a character? For example, the limits on the rotation of the bones and stiffness when reaching the IK Goal.
I’m thinking about using one rig as a parent and creating children of it for each character. And in the animation BP, use each of them depending on the current character. For now, I will switch between them through the blend node, but can you tell me if this can be done through animation layers and linking? Like use one node (linked to layer) to use the rig and change its link to another animation layer when changing the character - is this possible? I myself have not yet studied this topic in depth and understand it superficially.