Ragdoll C++ | Physical asset creation

Good day.
I am new in UE development, so sorry for any noob questions.
I have a working C++ algorithm which does automatic ragdoll creation (in other software). And I want to adapt it for an Unreal Engine. As I know in the UE5 if we want to create the ragdoll for a character we need to create the Physical asset for a skeleton (by clicking on it and using context menu create/physical asset/create and assign).
Then UE somehow catches the bones of the character and then calculates all colliders and constraints for them. But anyway then it requires to set up the ragdoll by hand. My plugin allows to achieve it in few clicks.
So I have few questions:

  1. How to add the command in the RMB menu when you click on the skeleton asset?
  2. How to create and open a custom manager with the bunch of link-boxes of all character’s bones (“hand”, “hips”, “spine” etc) where the user can assign the exact bone to the exact linkbox?
  3. when user has assigned all bones of his character and let the plugin know what each bone are, how to read the value from the exact linkbox, get bone-object, how to retrieve bone’s position 3d Vector, Matrix, string name, etc? How then to get or create the capsule collider, get some exact constraint’s option to modify it by code?

If I will be able to achieve these options, next, when user will hit “Create Ragdoll” button, my plugin will do the rest. In the result I want to open the Physics Asset Editor and provide to user his character with all colliders and constraints calculated by my plugin.

Will be appreciated for answers how to achieve it or for a exact way where to dig in.