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What happens to an animated branch on export

Roblox and the Godot Kit rebuild your graph as game code, and some nodes can only build their geometry once. If one of those sits above an animated branch, the export does not stop. That branch is frozen at the export frame and everything else keeps moving.

The export dialog tells you which branches were frozen and what stopped moving, and the same warning appears again when the export completes. The geometry is correct; only that branch's motion is gone. A Transform placed after the node that caused the freeze stays live, so moving the freeze point down the chain often gets the motion back.

Three things still refuse rather than freeze, and the dialog names them.

A simulation, such as a graph driven by Game State or Input. Its value is not a function of the frame number, so there is no single frame to freeze it at.

A per-instance transform on a branch fed by more than one instancer, because per-instance values are numbered within one instancer. Split it into separate outputs, or drive that transform uniformly.

A selection inside a live field chain. Build the field from Distance, Position, Noise, Voronoi, Compare or Math instead, all of which export live.

If you added a Freeze node to declare that a branch's animation is the point, the export refuses instead of quietly freezing it. That is the node doing its job.

Open the editor and try it