Quick answer: Lengthen the section or shorten the blend out so root motion completes, or trigger the next state only after the root-motion portion has played.

Your dodge or attack montage moves the character less far than the animation shows. The blend out begins early and root motion fades with it. Adjusting the blend timing lets the full root displacement apply.

How to fix it

1. Reduce the blend out time

In the montage's default Blend Out settings, lower the time (or set a later trigger) so root motion is not faded away before the clip's movement finishes.

2. Place a section boundary after the motion

Split the montage so the root-motion segment plays fully in one section, then blend out on a later section that has no important translation.

3. Hold input until motion completes

Gate the transition to the next ability on a notify placed after the root-motion portion, so you do not start blending out while the character still needs to translate.

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.