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Common Errors and Limitations

For faster diagnosis, isolate problems in this order: asset contract, then runtime installation, and finally the Signal/Response path.

Assets and Preview

Symptom Cause / Solution
Result Blocked: Preview Mesh is not assigned Assign Preview Mesh in Asset Setup.
No change in Preview Select Result, select a Bone Group, then check that the Module is enabled and run Rebuild Preview.
Validate does not proceed Check the Preview Mesh, Target Skeleton, and Region/Module contract errors.
Only one Region behaves incorrectly Check Affected Bones, hierarchy expansion, Analysis Method, Fixed Analysis Bone, and the Module's target bones. For Automatic Stage issues, also check Action Group, Animation routing, and Resolved Analysis.
A Module can be added but has no effect Check Signal support, Driver Mode, all channel/intensity values, and Rule connections.

Runtime Installation

Symptom Cause / Solution
Apply OverAnim returns false Possible causes include a missing Target Mesh, Skeleton mismatch, asset contract errors, or another UOverAnimComponent already owning the same Mesh. Check Validate and the ownership-conflict log.
Is OverAnim Ready returns false The Deformer and Instance Manager are not connected to the Target Mesh. Check BeginPlay order and the Target Mesh.
The previous deformation disappears after clearing Check the Restore Previous Mesh Deformer setting.
Signals work only intermittently Check Effects Enabled, the global switch, Slow Motion/Pause policies, and the Pending Signal budget.

Signals and Responses

Symptom Cause / Solution
A Named Signal does not respond Match the Signal Name, the Rule's Bone Group/Module names, and Activation Policy.
No Contact effect Verify that the input is a Pulse Signal with both Contact Point and Contact Normal. A general Named Signal may not be sufficient.
The effect is invisible only inside a Notify window Check whether the Rule requires Notify Activation Channel and compare it with the Notify's channel name.
Six-Stage Motion does not occur Check Motion Signal settings, the Rule Timing Driver, and the target Module Driver Mode.
Six-Stage Motion fails only for a specific Animation Compare the Region's Analyze Animations and Allowed Animations with the Asset's Applied Animations. Selected entries must appear in both lists.
A Stage Curve is ignored Check the Authored Stage Curve name and the animation curve. A companion weight curve cannot be configured alone, and a valid Stage Curve takes priority over Markers and automatic analysis.
Joint Volume Corrective is connected to a Rule This Module cannot be targeted by a Signal/Response Rule.

Contract Limitations

  • Target Skeleton cannot be empty and must match the Target Mesh Skeleton.
  • Each Region Group ID/Name and active Module ID must be valid and unique.
  • Zero Weight < Full Weight must hold.
  • An active Rule must have Signal, Bone Group, and Module names.
  • Request Budget counts must be at least 1.
  • Contact Dent + Ring Bulge and Impact Ripple are Pulse-only.
  • The Follow Through Anchor/Falloff must be on the same parent-child chain.
  • Two UOverAnimComponent instances cannot control the same Target Mesh at the same time.
  • Primary Chain automatic analysis requires at least two connected, explicitly affected Bones.
  • Entries in Allowed Animations must also be present in the Asset's Applied Animations.

Sharing validation information

When reporting a bug, include the OverAnim version, UE version, Validate Output Log, Target Skeleton, Module/Rule names used, and the Signal return value. A Preview screenshot alone is not enough to determine the runtime input path.