Blending out Sequencer Animations to Gameplay

Hello all,

I’ve been trying to tackle the following problem. I have some animation sequences that I trigger from blueprints. After they finish playing, I need to restore the proper AnimBP to the character. However, this happens very sharply and doesn’t look good at all.

Is there a proper way to blend in and out of animation sequences played by the sequencer, while preserving the gameplay intact?

As far as I could learn, the usage of slots would be ideal, but it hasn’t worked for me so far.

Any help in this regard will be highly appreciated!

Agustín