Missing Blueprint capibility

Recently I was playing with imported Mixamo animations downloaded from their website (with root bone problem). I realized that If I restrict root bone movement it should fix the issue. However for most of the cases, Z axis movement is necessary and there is no blueprint capability to replace bone movement for particular axis in AnimGraph or a node to access bone transform from there.
I tried get socket transform from blueprint and pushing it to AnimGraph which each tick which created weird results.
So I had to code few nodes to fix this.
This thread explains similar issue Link

Just sharing the experience as I am not familiar with Unreal API and had to code just do a simple thing in AnimGraph.
Creating custom AnimGraph node is a pain for non programmers.
This guide makes it easier… Thanks to Rama <3

This is how my CPP generated node look like

Cheers,
Max