Quick answer: Use a crossfade/blend node around the reset, or seek with the update mode that interpolates, so the pose eases into the new time rather than snapping.

Restarting a sub-animation in your AnimationTree causes a visible jerk. The TimeSeek snaps playback to a new time with no transition. Wrapping the reset in a blend smooths the jump.

How to fix it

1. Blend around the seek

Route the seeked sub-animation through a blend node and ramp the blend amount, so the pose transitions over a few frames instead of snapping to the seeked time.

2. Seek with continuous update

Ensure the relevant tracks use continuous interpolation so the engine interpolates toward the new time rather than hard-cutting on the seek frame.

3. Avoid seeking active poses

Where possible, transition into a fresh state via the state machine (with a transition time) instead of seeking the currently visible animation, which removes the pop entirely.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.