Animation looks correct in Sequencer but shifts when I switch back to the Animation Blueprint

Hi everyone,

I’m running into an animation blending issue in UE5 and I’m trying to understand what is actually controlling the final pose.

I have a character using an Animation Blueprint for normal locomotion. For a cinematic section, I switch the character to Sequencer and play a specific animation sequence with some Control Rig adjustments.

The animation looks correct while I’m scrubbing through the Level Sequence. The problem happens when the sequence ends and the character returns to the Animation Blueprint. The character sometimes snaps a little in the hips and upper body instead of smoothly continuing from the last pose.

I’ve checked the animation itself and it looks fine when played directly. I’m wondering whether the problem is caused by the transition between the Sequencer animation track and the AnimBP rather than the animation asset itself.

Has anyone dealt with this before?

Specifically, I’m wondering:

  • Is there a recommended way to blend from a Sequencer animation back into an Animation Blueprint?
  • Should I use a pose/animation cache before handing control back to the AnimBP?
  • Does Control Rig leave any transforms that need to be cleared before the AnimBP takes over?
  • Is there a better way to handle this if the character needs to go through several cinematic/gameplay transitions?

I’m trying to avoid simply hiding the snap with a short blend because I’d like to understand the correct workflow.

Any advice on how you normally structure this would be appreciated.