Quick answer: Keep the tween alive until it finishes, connect the finished signal before starting it, and confirm the tween actually plays.
A tween finished signal not firing is usually a lifetime or connection-order issue. Here is how to fix it.
How to fix it
1. Keep the tween alive
A tween that is freed before it completes never emits finished. Hold a reference to it (or let it run in a scope that persists) so it lives long enough to finish and fire the signal.
2. Connect before starting
Connect to the finished signal before the tween starts (or before it could complete), so you do not miss it. Connecting after a fast tween has already finished means the callback never fires for that run.
3. Confirm the tween runs
If the tween has nothing to animate or zero duration, it may finish instantly or not run as expected. Confirm it actually animates a property over time so finished fires when you expect.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.