Quick answer: Set the branch filter's bone name to the spine bone where the upper body begins and tune the blend depth so only the chest, arms, and head receive the layered pose.
A Layered Blend Per Bone is how you play an upper-body montage over a full-body locomotion. If the legs react too, the branch filter bone is wrong. Here is how to scope it.
How to fix it
1. Set the branch filter bone
In the Layered Blend Per Bone node, set the Branch Filter Bone Name to the spine joint (for example spine_01) where the upper body should start blending.
2. Tune the blend depth
Adjust Blend Depth so the influence ramps in over a couple of joints instead of snapping at one bone. Too shallow a split can look rigid; too broad pulls in the hips.
3. Use a curve-driven alpha if needed
Drive the node's blend alpha from an anim curve or bool so the upper-body layer fades in and out cleanly rather than popping when the montage starts.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.