Extend existing Blueprint-Node-Class (UAnimGraphNode_ModifyBone)

Hello,

i want to extend the Blueprint Node “Transform (Modify) Bone)” with some c+±code.
Is it possible to write a class, that extends this node, so I can use my extended node in a AnimBlueprint?

I guess this would mean to extend “UAnimGraphNode_ModifyBone”, which i can find if I select “Show all classes” when adding code to my project.

My build.cs looks like this:

// Fill out your copyright notice in the Description page of Project Settings.

using UnrealBuildTool;

public class Konfigurator : ModuleRules
{
	public Konfigurator(TargetInfo Target)
	{
        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "AnimGraph", "UnrealEd", "XmlParser"});

		PrivateDependencyModuleNames.AddRange(new string[] {  });

		// Uncomment if you are using Slate UI
		PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });


		// Uncomment if you are using online features
		// PrivateDependencyModuleNames.Add("OnlineSubsystem");
		// if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
		// {
		//		if (UEBuildConfiguration.bCompileSteamOSS == true)
		//		{
		//			DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam");
		//		}
		// }
	}
}

and the file i want to create looks like this:

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once
#include "AnimGraphNode_ModifyBone.h"
#include "MyAnimGraphNode_ModifyBone.generated.h"

/**
 * 
 */
UCLASS()
class KONFIGURATOR_API UMyAnimGraphNode_ModifyBone : public UAnimGraphNode_ModifyBone
{
	GENERATED_BODY()
	
	
	
	
};

But I cant figure out the problem …