Quick answer: Add interpolation smoothing on the blend space inputs and place intermediate samples so neighboring poses are similar enough to interpolate without a visible pop.
Your locomotion blend space looks fine until speed crosses a threshold, then the legs snap. The blend space only has samples at 0, 300 and 600, so the pose changes abruptly between them. Smoothing the driving value and adding samples removes the pop.
How to fix it
1. Add input interpolation time
In the blend space asset set a non-zero Weight Speed / interpolation time on the horizontal and vertical axes so the sampled coordinate eases toward the target instead of jumping.
2. Insert intermediate samples
Add sample poses between the far-apart points (e.g. at 150 and 450) so adjacent cells contain similar poses and bilinear interpolation has less distance to cover.
3. Drive the axis with a smoothed value
In the AnimBP, feed the blend space a value that you ran through FInterpTo rather than the raw velocity, which removes single-frame spikes that cause the snap.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.