Thanks for sharing, I’ve been running into the same issue, but was assuming I’d done something wrong since I’m pretty new to Unreal. I wish I would’ve tried a simple test case first, spent a lot of time reevaluating my rig graph.
If I find any clean workaround I’ll post it here, I saw your other post where you’d passed each element individually from the animation blueprint, looks like that might be what I have to do for now, unfortunately.