Single Node may need some love. Most people don’t use it, so it may have fallen behind a bit. I’ll check it out.
Blending options are being passed in on dynamic montage, and they’re used in Animation Ability Node to blend between your current Ability animation and any queued up Ability Animations. Unfortunately if you want to setup a blend when going to/from an Ability (to walking or any locomotion for example), you’d have to set that up in the Animation Blueprint itself.
Ability Animation Node works in preview as well. Montage used to work, and I haven’t changed anything - but I’ll investigate that as well.
Create Ability Context **should **crash if you don’t pass in an Ability Object as there is a specific assert checking for that. I can try to make that less severe and instead just report an error about it and then your Ability will fail to play as well. I’m not sure why it would just disconnect itself. Can’t say I’ve seen that happen before.
So are you still having issues? Unfortunately I can’t view your image, but how are you playing the animation (what mode, have you setup your Animation Blueprint properly, etc)? I’ve used Kubold’s S&S anim set myself for some testing locally and I never ran into any TPose issues.