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Blending Animations per bone moves Sockets incorrectly

This is a pretty simple one. When I blend together some animations per bone, it seems to move the sockets connected to the bones I'm blending. Now I know a solution to this, Which would be to set the blend depth to 0 and make an animation blendspace for every direction that the player is walking with a certain weapon. Not to mention blendspaces for jumping, shooting, reloading, etc. But that's a lot more work due to the fact these sockets aren't fitting well, and I'm just curious if there's a way to fix these sockets to make them align to the newly blended mesh/skeleton.

Here are some photos demonstrating what I mean alt text

alt text

Product Version: UE 4.10
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asked Jan 09 '16 at 05:45 PM in Using UE4

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