Blending per bone animations in Sequencer not working

Hello Ue4 Forums!

I’m having and issue getting my animations to blend in sequencer. I have skeletal mesh that i linked to an Animation BP, within the blue print i have 2 slots: a body and a face. The body slot is for motion capture driven animation and the head slot is for face capture driven animations. They are connected a layered blend per bone node which has a layer setup to separate the facial capture bone from the body.
When run in sequencer with the applied animations attached to their respective slots they run as intended until required to blend. Rather the animation that is underneath overlaps and plays the new animation but does not blend. Any Ideas? Im using preview 2 of 4.15 for reference.

Did you ever find an answer to this?