Animation statemachine Cache pose bug?

Hey there Unreal community!

I ran into an potential bug this week when redoing my animation bp. I needed a system where I could switch through different animation stances consistently, the previous setup had some issues with the animation switching to the wrong stance in some circumstances. Well I ended up trying to use several different state machines and saving them to a separate caches, then creating a "master state machine " that used said cache poses. everything was working fine until suddenly,after adding a comment over it, all the animations stopped working. To be more accurate the animations stopped playing in preview mode, and weren’t playing in game either. After 3-4 frustrating hrs I managed to fix the issue by connecting the “default state machine” node directly to the slot (see picture). After which it created a new “local to component” and “component to local” nodes. (in the picture i deleted the old ones)

My question is simply is this a bug or am I just misunderstanding how things work? :smiley:

Regards, SamuelB