Quick answer: Keep the notify on only one asset (usually the montage), and avoid placing notifies exactly on section start frames where a blend can re-evaluate them.

A footstep or hit notify that fires twice usually means it is authored in two places or sits on a re-evaluated frame. Here is how to make it fire once.

How to fix it

1. Deduplicate across assets

If the sequence already has the notify and the montage was built from it, remove it from one. Both playing the same frame means the notify lands twice.

2. Avoid section-boundary placement

Move the notify a frame or two off any montage section start. A blend or section jump can cross the same boundary frame twice and re-raise the notify.

3. Prefer Notify States for ranged events

For effects that span a window, use a Notify State with explicit begin and end rather than a point notify, so blending cannot accidentally fire the begin twice.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.