layered blend per bone , expose branch filters as pin

Hi,
im trying to control a character on a dynamic way ,
for example i can pass an “animation sequence” to the animbp as variables ,
now i would like to implement a way to use “layered blend per bone” but passing the “branch filters” array dynamically (as a variable / expose as a pin)

the idea is to have a way to send more than 2 animations at the time and decide which bones to affect with each one of them.

Is it necesary to do it from c++ and if so will it be too hard ?

I am trying to do something similar. I have multiple actors sharing a animation blueprint template.

Is it possible to enable animation blending on an abp that inherits from my template if the skeleton naming is different? If I could expose the branch filter to a variable somehow, this would appear straightforward to accomplish.