Focused reference · Unreal Engine 5.8

Debugging and performance

unreal-motion-matching/references/debugging-and-performance.md

Rewind Debugger

Enable Pose Search and Animation Insights, then open Tools -> Debug -> Rewind Debugger and Rewind Debugger Details. Record the shortest gameplay segment that shows the defect. Select the character, expand Animation Blueprint -> Pose Search, and inspect:

  • Active Pose;
  • Continuing Pose;
  • Pose Candidates and their color-coded feature costs;
  • database searched and candidates excluded;
  • selected clip/time, blend, trajectory, and current gameplay context.

Green cost cells are more favorable, red less favorable, and gray ignored. Diagnose why the expected candidate lost rather than blindly raising its category weight.

Symptom matrix

SymptomFirst check
Wrong gait/stanceChooser/database filtering
Thrashes between clipscontinuing bias, reselect history, noisy trajectory
Stays in one loopmissing candidates, negative continuing/loop bias
Bad start/stopcoverage and future trajectory
Pops at selectionselectable ranges, pose continuity, blend profile
Feet slidedata/movement speed, root motion, phase, warping
High runtime costsearch set size, channels/samples, search mode/frequency
High memorydatabase density, pruning, principal components, LOD

Profile representative characters and databases on target hardware. Compare Brute Force for quality diagnosis, then optimized search. Reduce invalid search breadth before lowering quality. Use database LOD/density policies deliberately; verify that sparse tiers still preserve starts, stops, pivots, and readability.