Sequencer contains control rig track and Use Animation Brueprint Mode To play animation. Actor will be T-pose when sequencer end play

My project use sequencer + control rig + animation blueprint to play dialog animation. (see picture below)

but when sequencer play finished(runtime), AnimScriptInstance is UControlRigLayerInstance. and character is T-pose. (the same in edit time, fig)

We need character’s AnimScriptInstance is previus AnimBlueprint.

My question:

  1. My Usage of control rig in sequencer is correct or this is just a bug?
  2. what is the Best Practices for my requirement?