Focused reference · Unreal Engine 5.8
Debugging and performance
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
| Symptom | First check |
|---|---|
| Wrong gait/stance | Chooser/database filtering |
| Thrashes between clips | continuing bias, reselect history, noisy trajectory |
| Stays in one loop | missing candidates, negative continuing/loop bias |
| Bad start/stop | coverage and future trajectory |
| Pops at selection | selectable ranges, pose continuity, blend profile |
| Feet slide | data/movement speed, root motion, phase, warping |
| High runtime cost | search set size, channels/samples, search mode/frequency |
| High memory | database 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.