Animations look different based on execution mode (PIE vs Standalone vs Build). How do I debug this?

Hello everyone,

I’m experiencing a rather odd bug where the animations look different based on how the game code is executed. I would appreciate some advice on how to even begin debugging this, like, what could even be the cause and how do I find it?


Here are some images of the issue:

PIE:

STANDALONE:

BUILD: I forgot to get an image, but it looks similar to PIE except the hands are slightly offset to the center of the screen.





I genuinely have no idea where to start looking, since it is all the same. It’s a bug that can only be reproduced in certain execution modes that all stem off the same code…

I suspect it could maybe the animation graph, but I’m not an artist and so far can’t find any good documentation on how to debug this thing (there’s only documentation for UE4.2, for 5.5 it just returns an error, see for yourself: Unreal Engine 5.5 Documentation | Unreal Engine 5.5 Documentation | Epic Developer Community), all other advice I have seen online is just to use a million debug prints, which does not seem very efficient.

Perfect, if you run the command ShowDebug Animation, you’ll get a full debug view of the animation blueprint. Including a very neat tree to see what animation is currently being used by the state machine, awesome.

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Oh god. Could this be a bug from 4.6? Inconsistency of animations on Build/Standalone Mode - #2 by anonymous_user_280dd372

The video linked is private (or at least it does not load when I click it), so I can’t verify.

But I really hope not.

Another possibility, newer: AnimBP: Layered blend per bone Doesn't work in Standalone / Packaged UE5 - #8 by OneHundredFeet

Solved: It seems to be an engine bug with something to do with the number of evals stopping even though delta time was still moving.

There is no fix, I’m no engineer. I ended up using Ik to force hands into place.