Sequencer Skeletal Animation Track with 0 weight stops and recreates dynamic montage

Runtime experts said "Possibly introducing an additional check on BlendTimeRemaining might work here, but it will be a large behavior change with fallout So I think just fudging it to 0.0001 or something may be best, maybe directly inside SetSequencerMontagePosition , add a 0.0 check to bump it to non-zero.