Quick answer: Scale steering lookahead with speed, keep the racing line a safe margin inside the track edges, and add a wall-avoidance steering bias that pushes the car off the barrier.
AI racers look fine slowly but grind the inside wall through fast corners. That happens when a fixed lookahead point lands outside the track at speed. Speed-scaled lookahead plus an inside margin keeps them on the surface.
How to fix it
1. Scale lookahead with speed
Make the steering target distance proportional to current speed. A fixed short lookahead overshoots apexes at high speed; a longer one at speed lets the AI begin its turn earlier and stay on line.
2. Inset the racing line from the edges
Bake or clamp the racing line so it never runs closer than the car's half-width plus a margin to a barrier, giving room for steering error without contact.
3. Add a barrier repulsion bias
Raycast to the nearest wall and add a small steering vector away from it when within a threshold distance, so the AI peels off a barrier it has drifted toward.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.