How to prevent snapping going into a Layered blend per bone in animgraph

I have a blend space i created for parrying in multiple directions. It works pretty well, and im figuring out how to smoothly move from one pose to another inside the blendspace. The problem i am having is that when i first enter, or when i exit the blendspace ( ex: im not holding the parry button) my character immediately snaps from by default stance to the closest proper parry position.

I want to make the entrance and exit of the blendspace to smoothly transition like it does inside the blendspace, how can i do that? Ive been reviewing the Layered blendspace per bone AND Blendspace detail options, but dont see where i can implement that.

The blend weights would be where the snapping is coming from I’d think, since it acts as the alpha if I remember correctly. It’s been a while since I’ve done bone blending, but are you able to add an FInterpTo into the graph?

Basically where it says BlendWeights0 you’ve got bool to float so it goes straight from zero to one and back whenever the bool flips. You could try an FInterpTo with the current being !IsParrying (either that or set up a float called CurrentParry), Target being IsParrying (or a float called TargetParry), DeltaTime being DeltaSeconds, and interp speed whatever you want (maybe like 6.0, just adjust it for your own thing).
*I’d personally recommend using the floats since it’s a little cleaner and better

You could also look into Inertialization but I think the FInterpTo (if UE allows it) should solve the issue?