VR IK Body - Support

I can’t figure out yet why our character is wider and more flat than it should be, hands look quite flat. It’s as if it was scaled up in width and scaled down in height.

On the other hand, I’ve been trying to add the BlendSpace for the walk/strafe animations. I am not sure what kind of node I should use for blending BlendSpace with the Snapshot. I tried to blend using “Layered blend per bone” but it is not giving the results we want. Sure when not moving we want to use the Snapshot data and when moving we want the BlendSpace animations but we also need movement, rotation, and turning mechanisms. I tried playing with Root Motion for that reason and noticed that if Root Motion is disabled in VRIKSkeletalMeshTranslator then the lower body is not affected at all by the plugin. When I enabled Root Motion the character was again moving and rotating but it was off by 90 degrees to the right and it was rotating all the time with camera, it’s only supposed to rotate after exceeding some angle to allow torso twist and some angle of freedom for looking around without unnecessary character rotations.
Also we can’t just use IsMoving for blending between BlendSpace animation and Shapshot data because then we loose the Leaning mechanism which we like. I suppose leaning happens when we are moving in a limited radius and when that radius is crossed it will trigger feet adjustment/walking but we need to know when it happens if we are going to trigger animation in that moment.
Another thing that one might want is “turn animations” while turning but then again how do we blend and when do we trigger them.
I think the plugin should provide more variables/bools with different states. Maybe I am just trying to approach this problem in a wrong way…