Theory behind creating a rope interaction

i have spent few weeks designing an animation system the animation blueprint. In the game world, there are many interactive objects (door, crates to jump on, walls to just across, chairs, ropes, ladders, crawl spaces, and others). What I am doing is that I have one state machine for the movement, and another for the interaction. When the character goes up to an interactive element, this interactive element sends into the animation blueprint what type it is (crate, chair, rope, etc). This is so I have a modular system where animations are easy to plug in.
Now I wanted to ask if you guys could give me some pointers - I have animation of a character jumping into the rope. When this animation finishes, it blends into a 1d blendspace, which waits for -1 to 1 input (char climbing up and down). When the character is is certain height, it triggers an exit animation, so the character crawls up to a ledge and leaves the rope.
It’s working mostly, but sometimes what appears to be a problem with different blendings, animation doesn’t trigger at all .
Do you have some experience or which way should I explore to create a stable climbing animation? I think I am doing something fundamentally wrong, but I would love to get to know the theory behind it.
Long question, but thanks for anything really.

So apparently I was correct when it comes to the system and everything was setup correctly. It was a problem of a get relevant animation node mixed with blend on enum. Had to use a work around where I split the whole system to more states. Also it appearted that this bug:

played some role in it.