Diagnostic Order
Authoring owner
-> Neutral / local ownership
-> Validation
-> Synchronization
-> persistent request
-> source reporting if required
-> AnimGraph placement
-> PIE
-> packaged build
Do not begin by adding compensation keys, increasing every weight, duplicating reporters, or disabling validation.
State Does Not Appear
- Confirm the State has one valid unique Gameplay Tag.
- Confirm the latest authoring revision synchronized successfully and was saved.
- Confirm the persistent request connected to the Stack contains the loaded Set and exact State Tag.
- Confirm the Set targets the runtime Animation Blueprint Skeleton.
- Check State, Set, and Stack weights.
- Check Stack LOD Threshold.
Audition Works, PIE Does Not
Compare synchronized revision, loaded Set instance, request contents, source animation, Context tags, and the exact AnimGraph path. Dirty transient Audition is not evidence that PIE has the same runtime snapshot.
Animation Override Does Not Match
- Prove the reusable State or Context works first.
- Use the reporter that owns the real source path.
- Use the same Source Channel on reporter and Stack.
- Verify the reported Animation Sequence is bound to the Override.
- Verify the reporter supplies the expected source-local time.
- Inspect priority, relevance, hysteresis, and montage slot configuration when multiple candidates exist.
Override Flickers
Look for duplicate reporters, competing priorities, near-equal relevance, repeated source seeks, or incorrect discontinuity behavior. Increasing transition duration can hide the symptom without fixing source ownership.
Child Looks Wrong
Verify the selected child, resolved Neutral, and inherited parent at the same source/time. Use Clear Local Layer to prove the empty-child result. If an empty child does not match its parent, preserve the asset and report the defect instead of authoring compensation.
Control Rig And Mesh Disagree
Verify compatible Skeleton/mesh/rig, selected source and time, representation switches, Author/Audition state, and Undo/Redo. Persistent presentation disagreement should not be corrected by adding arbitrary pose keys.
Aim Does Nothing
- Verify an enabled profile is owned by the resolved active branch.
- Synchronize the Set.
- Check Horizontal, Vertical, and Weight.
- Place Pose Overlay Aim Offset before the Stack.
- Test an exact authored point coordinate before testing interpolation.
IK Target Does Not Follow
- Verify Follow Composed FK is the intended mode.
- Fix mapping cycles or duplicate target ownership.
- Place Pose Overlay IK Targets after every pose stage it must observe.
- Keep project procedural IK downstream.
Collect Useful Evidence
For support, include engine/plugin version, Set asset and Skeleton, synchronization state, selected hierarchy path, source animation/time, request tags/weights, Source Channel, graph screenshot, Validation findings, and the first surface where the result becomes wrong.