Thank you for the detailed answer!
When it comes to the ADS state and animations, my setup is pretty different. I am using the ASP, but I don’t have a separate state for when the character is aiming. Instead, I have two idle animations in my Idle state, which switch based on the IsADS? variable. Then, an additive animation is added on top of it - 1D AimOffset for the vertical aiming (since it’s a FP perspective, you don’t need the horizontal aiming animations). Could the lack of a separate ADS state in the machine be the root cause?