Quick answer: The Save Cached Pose node must execute on the same frame consumers read it. Wire it on the main pose pipeline (not orphan branches) so it’s evaluated.
A character’s upper-body aim pose is cached, then layered onto a base locomotion. The aim cached pose appears one frame stale — aim flicks lag behind input.
Execution Order
Anim BP nodes evaluate when their output is reached. Cached poses only update when something downstream pulls from a Use Cached Pose. If the cache producer is detached from main flow, it never runs.
Make Sure Cache Producer Is Used
The chain:
- State Machine outputs the locomotion.
- Save Cached Pose stores it.
- Layered Blend Per Bone uses the cached pose as base.
- Output to Final Animation Pose.
Save Cached Pose must be in this pipeline (typically right after the State Machine output node). Place it so its output is consumed downstream.
Avoid Circular Dependencies
Cache A depends on Cache B which depends on Cache A — one or both reads stale. Restructure to a DAG.
Verify with Debug Pose
Anim BP Editor → Debug menu → Show Pose Watch. Display intermediate poses in 3D. Watch the cached pose update each frame as you move.
Verifying
Aim moves smoothly with input. No 1-frame lag. Cached pose values reflect current state instantly.
“Cached Poses run on demand. Make sure something consumes them per frame.”
For multiplayer, cached poses run on each client per character — not a network cost. They’re a CPU optimization for animation graph reuse.