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 Skeletoncannot 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 Weightmust hold.- An active Rule must have Signal, Bone Group, and Module names.
- Request Budget counts must be at least 1.
Contact Dent + Ring BulgeandImpact Rippleare Pulse-only.- The
Follow ThroughAnchor/Falloff must be on the same parent-child chain. - Two
UOverAnimComponentinstances cannot control the same Target Mesh at the same time. Primary Chainautomatic analysis requires at least two connected, explicitly affected Bones.- Entries in
Allowed Animationsmust also be present in the Asset'sApplied 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.