Quick answer: Always attach at least one tweener before yielding to the frame, kill and recreate tweens per animation, and guard conditional builders so empty tweens are never created.
Godot 4 tweens start automatically and demand steps immediately; building them lazily or conditionally produces this. Here is the safe construction pattern.
How to fix it
1. Build the whole tween at once
Create and populate in one block: var tw = create_tween(); tw.tween_property(self, "position", target, 0.3) — never store an empty tween 'for later'.
2. Guard the conditional case
If steps depend on state, compute the decision first and only call create_tween() when there is at least one step to add.
3. Kill before re-tween
Re-triggering an animation should if tw: tw.kill() then build fresh — reusing finished tweens is the second-most-common source of tween errors.
4. Bind to the right node
Tweens made by node.create_tween() pause and die with that node; create them from the node being animated so lifetimes match.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.