Quick answer: Use an Anim Notify State that spans a window instead of a point notify, cap the animation delta, or check montage position rather than relying on the instant notify.

At 60 FPS your footstep and hit notifies fire on time, but during a hitch they land late or vanish. A point notify only fires if a frame lands on it, and a big delta jumps past it. A notify state with a window fixes this.

How to fix it

1. Use a notify state window

Replace the point notify with an Anim Notify State covering a short time range, so any frame whose delta crosses the window still triggers NotifyBegin.

2. Clamp the animation delta

Limit the montage's effective delta time (or the game's max delta) so a long hitch cannot advance playback far enough to skip the notify entirely.

3. Poll montage position as a backup

For critical events, read GetCurrentActiveMontage position each tick and fire your logic when it crosses the threshold, independent of the notify dispatch.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.