Relevant anim time not working when using blendspace player with blendspace as reference

Hi Guys, I think I have a similar issue.
In my use case StartJump Is a state playing a blendspace.
Return value gets really big.
A bit of search in UE4 code leads me to this method

float FAnimInstanceProxy::GetRelevantAnimTimeRemaining(int32 MachineIndex, int32 StateIndex)

{
	if(FAnimNode_AssetPlayerBase* AssetPlayer = GetRelevantAssetPlayerFromState(MachineIndex, StateIndex))
	{
		if(AssetPlayer->GetAnimAsset())
		{
			return AssetPlayer->GetCurrentAssetLength() - AssetPlayer->GetCurrentAssetTimePlayRateAdjusted();
		}
	}

	return MAX_flt;
}

And it seems that Max_flt is the value I get.
Any idea how I could get proper value?