layered blend per bone , expose branch filters as pin

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 ?