Quick answer: Apply the unlock from the tutorial-complete handler itself, and on load re-derive locked abilities from saved completion flags so a missed grant self-corrects.

Finishing the tutorial only to find the ability it taught is still locked is a confidence-killing bug. The completion flag got set but the actual grant did not happen, or it happened in a branch that was skipped. Apply the grant from completion and re-derive on load.

How to fix it

1. Grant from the completion handler

Apply the unlock in the same function that marks the tutorial complete, so the two cannot diverge. Do not scatter the grant across an intermediate step that some paths skip.

2. Re-derive locks from saved flags

On load, set ability availability from the persisted completion flags rather than runtime-only state. A player who completed it should never see it locked after reloading.

3. Add a reconciliation check

On startup, if a completion flag is set but its unlock is not applied, apply it. This heals saves created before the bug was fixed.

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.