My own character glitches when I try to blend layer per bone. How do I fix this?

So, I made my own animations for my own character and imported it into Unreal Engine. The individual animations work fine no problem. The problem is when I try to blend one animation with another, it goes crazy and stretches out of proportion, as shown in the captures. I’m wondering if this is a blueprinting problem or an import problem. How do I fix this?

Hello! Layer per bone node filters some bones and applies for them one animation data, while for all other bones another animation data is applied. by bool node You can recheck filters on node and also compare with bone hierarchy

PS. You can also check more simple blend nodes…

Thanks, I’ll try that.

Still got the same result.

Found the problem! My hand bone in Blender was parented to the IK rather than the forearms. Make sure all your limbs are parented to the previous bones if you want to pull off your ragdoll and blend poses properly! Thanks!