We are trying to create an idle system for a character which builds a PlayableGraph that plugs a number of timelines into an AnimationMixer which then gets piped out to an AnimationOutputPlayable attached to an Animator. We want to be able to override the idle system output with timelines in the scene that drive narrative sequences. The narrative sequences are authored as plain old AnimationTracks so that our designers/artists get full use of the native UI. The problem is that if we target the same Animator from our custom PlayableGraph as well as the AnimationTrack in the timeline, the timeline no longer plays. The playable director attached to the timeline reports that its graph is invalid. From what I understand the Animator is supposed to layer these inputs and the custom PlayableGraph is supposed to override the timeline so it sounds like this is a proper use case. Is there anything else we should consider here? The idle system's graph and narrative timeline graph are attached below in respective order. The red nodes on the left are AnimationPlayableOutputs.