Quick answer: Match playback rate to ground speed with a stride warp or speed-driven play rate, and lock the foot's world position while it is planted.

Your character's feet skate across the floor even with foot IK enabled. IK only grounds the foot vertically; horizontal sliding comes from the play rate not matching travel speed. Stride warping and foot locking eliminate the slide.

How to fix it

1. Sync play rate to speed

Drive the locomotion animation's play rate from actual movement speed (or use distance matching) so the stride length matches ground travel and the planted foot does not skate.

2. Use stride warping

Apply a stride-warp node in Control Rig / AnimBP to scale the leg reach to the movement speed, keeping the contact foot stationary on the ground.

3. Lock the planted foot

Detect the plant phase and lock that foot's world-space position with IK until lift-off, so micro-mismatches in speed do not show as sliding.

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.