Quick answer: Update animation variables in Blueprint Update Animation (or Thread Safe Update Animation) before the AnimGraph evaluates, and read those same variables in the transition rules.
If a state machine never leaves Idle even though the character is moving, the transition rule is reading a variable that is never freshly set. Here is how to keep it current.
How to fix it
1. Set variables in Update Animation
Compute speed, isMoving, and similar in Blueprint Update Animation (or the thread-safe variant) from the owning pawn. This runs each frame before the graph evaluates the rules.
2. Read the same variable in the rule
Make the transition rule reference exactly the variable you updated. A rule reading a different or default-initialized variable will never become true.
3. Avoid setting anim vars from gameplay tick
Setting anim variables from the character's own Tick can race the anim update. Pull data into the Anim Instance during its update instead so the value is fresh.
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 Unreal Engine 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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.