Metahuman layered blend per bone in sequencer

Hi,

I’m trying to animate a Metahuman by combining different simple animations (right arm, right leg, etc) in sequencer using layered blend per bone and animation slots slots.
I created an Animation Blueprint where I combine the different slots in the “Layered blend per bone” node.

Then in sequencer I add the Anim_BP and the different animation tracks and asign the corresponding slot (RightArm, LeftArm, etc.).

It works as expected but the animation is shown in the skeletal mesh.
Post_2

I assign the Anim_BP to the Metahuman BP but nothing happens when playing the sequencer. Then I change the Anim_BP and instead of putting the slots as inputs of the “Layered blend per bone” node I put direct animation plays like this.

And then when I start the simulation the Metahuman shows the layered blend of the Anim_BP.
Post_5

But with this the animations don’t come from the sequencer which is what I want. Any idea on how to use the layered blend per bone directly on a Metahuman?

Regards.