Using Layered Blend Per Bone to create a shooting animation

I’ve got another question here.
I’ve got an animation blueprint set up to blend a shooting animation into another separate animation without having to create new animations from scratch here.

[The animation blueprint for this][1]

It’s meant to take two separate poses and only blend a certain part of the skeleton to allow the character to use a shooting animation without breaking or restarting its running or idle animations. This all works out fine and dandy when the “shooting” boolean is enabled.

[Without shooting enabled.][2]

With shooting enabled.

Everything works out well until the shooting boolean is set back to zero, then the arm goes into a T pose instead of back to the idle animation.

Does anybody know of a system that could make the arm go back into the idle animation? I’ve been looking at the sample projects but really haven’t been able to find anything quite like this. I’d really appreciate some help here.

I believe this is a bug. I tried it on my machine and am getting the same result. I forwarded it to Lina, but in the meantime, I think you can work around it by using a Map Range node. It will take your bool’s 0 to 1 value and map it to a different range, in this case, I used 0.1 to 1. Kinda hacky, but visually gives a very similar result. Looks like this:

Good luck!

Alright! It works! Thank you very much for taking the time to help me with this!