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Unreal Engine 5.8 · Focused reference

Debugging patterns

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Isolation ladder

  1. Confirm the Skeletal Mesh uses the expected AnimBP and Skeleton.
  2. Play the Montage in its editor and preview the intended Section path/Slot.
  3. Confirm the matching Slot node lies on the evaluated AnimGraph path.
  4. Play without layering; then restore Layered Blend per Bone/masks.
  5. Log play return, active montage/instance, current Section, position, weight, and callbacks.
  6. Disable root motion and notifies separately to isolate pose versus gameplay/movement faults.
  7. Test standalone, listen server, owning client, simulated client, and dedicated server.
SymptomFirst check
Montage reports playing but invisiblemissing/bypassed Slot node, wrong Slot/Group
Upper body affects legslayer branch bone/mask and mesh skeleton
Stops unexpectedlycompeting montage in same Slot Group, ability cancel
Combo never advancesSection names, current Section, next-section relink timing
Loop never exitswrong From Section, relink after boundary, stale input
Notify callback absentplayback node type, Montage Notify type, Slot/link/filter settings
End event missinginterruption/cancel path not handled
Mesh snaps to capsuleroot motion disabled/mode mismatch/root lock
Server/client differplayback trigger and gameplay state not replicated/predicted coherently
Works at normal rate onlynotify window/section boundary tied to frames rather than semantics

Acceptance suite: early/late cancel, overlapping action request, same-group interruption, death/stun, owner destruction, extreme play rate, low FPS, root-motion obstacle, network latency/loss, and every terminal callback.

Sources and version

Documentation target: Unreal Engine 5.8. Confirm behavior in your installed engine; no per-procedure test result is implied.

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Canonical reference and AI copyunreal-animation-montages/references/debugging-patterns.md

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