Focused reference · Unreal Engine 5.8

Troubleshooting

unreal-animation-blending/references/troubleshooting.md
SymptomLikely causeAction
Feet double-step during blendGait clips out of phaseAdd matching Sync Group and foot markers
Feet slide at steady speedSample authored speed differs from movement speedPlace sample at measured speed; use stride/play-rate solution deliberately
Pop entering statePose discontinuity, zero/short blend, bad reference poseInspect source/target poses; tune crossfade/profile or use compatible inertialization
Inertialization logs runtime errorRequest exists without downstream nodeAdd Inertialization after request source
Important source Notify never firesInertialization stops source evaluationUse standard blend or move gameplay event ownership
Inertial blend looks stiff/brokenPoses too different or repeated interruptionsUse standard/custom blend; reduce interruptions
Upper body action moves legsBranch root too high/low or wrong Blend MaskInspect affected hierarchy and blend depth/mask
Shoulder/spine twistsLocal-space regional rotation compositionTest mesh-space rotation blend; fix additive/reference setup
Aim Offset explodes at extremesSamples not mesh-space additive or bad axis/wrapCorrect additive setup; clamp/wrap inputs; inspect corner samples
Montage does not appearSlot node absent/wrong Slot or Slot Group conflictAdd matching Slot to AnimGraph; inspect competing Montages
Montage cancels another actionSame Slot Group owns bothSeparate ownership/Slots or define priority/cancel policy
Transition chooses wrong pathCompeting true rules / prioritySet explicit Priority Order and simplify state truth
Time Remaining is wrongMultiple relevant playersEnable Ignore for Relevancy Test on unrelated players
Notifies fire from tiny blend weightTrigger Weight Threshold too lowRaise threshold and test blend edges
Network root motion divergesMontage/RPC/authority mismatchMake gameplay authoritative; replicate montage trigger and verify correction
Returning state resumes midwayAlways Reset on Entry disabledEnable when restart is intended; leave disabled only for resume behavior

Debug sequence

  1. Inspect live Animation Blueprint and active state weights.
  2. Display relevant variables: speed, local direction, movement mode, action state.
  3. Preview Blend Space at actual runtime coordinates.
  4. Inspect Sync Group leader/follower and marker names.
  5. Temporarily bypass overlays to isolate base locomotion.
  6. Re-enable Slot, additive, regional blend, and IK one stage at a time.
  7. Inspect Montage instance, Slot Group, Sections, and blend weights.
  8. Test interruption at start, midpoint, and blend out.
  9. Test low frame rate and network latency where applicable.

Acceptance checks

  • Phase remains stable across gait blends.
  • No visible pop at normal or interrupted transitions.
  • Regional actions affect only intended bones.
  • Gameplay events fire exactly once at the intended authority.
  • Root motion and capsule remain aligned.
  • Graph remains understandable and does not duplicate persistent gameplay truth.