How to set different Pawn Data Assets per team for Lyra in the Experience Definition?

So I’m trying to tweak Lyra’s Elimination Experience so that I can have different Pawn Data Assets for each team (2), but I’m struggling.

The idea is that I want there to be 2 separate teams - one team essentially using the basic Third Person Shooter setup (that is already in the game), whilst the second team will have different abilities and pawn data that can be assigned in the lobby. The second team will be quite different too - they won’t use weapons, will be mostly ability based, and will have multiple different Pawn Classes to choose from (i.e. ghost, spider, etc.), and therefore different skeletons and animation blueprints.

In the Elimination Experience Definition (B_ShooterGame_Elimination), you can only have 1 Default Pawn Data asset (currently HeroData_ShooterGame), and within that pawn data asset you can only have one pawn class (currently B_Hero_ShooterMannequin). Most other modules within the Lyra Data Assets can have multiple inputs, but these seem somewhat restricted.

I understand the B_PickRandomCharacter Component adds a character part to the cosmetic system and changes the displayed mannequin, however as I’m using different skeletons, and some of them will be too different to retarget the Lyra animations, I don’t believe this will work.

Does anyone have any ideas of where to start trying to set this up? Thanks very much in advance