Quick answer: Export the active color attribute as vertex colors, keep it on the Face Corner/Byte Color domain, and make the engine material read the vertex color node.
Vertex paint that looks great in Blender can vanish entirely after import. The color data lives in a mesh color attribute that the exporter may skip, store in an incompatible domain, or that the engine material simply never samples.
How to fix it
1. Use a Face Corner Byte Color attribute
In Blender's Color Attributes, store the data as Byte Color on the Face Corner domain. This is the format FBX and glTF exporters expect, so the colors survive the round trip.
2. Enable vertex colors in the exporter
For glTF, vertex colors export automatically; for FBX, confirm the color layer is present and named. Verify the exported file actually carries a color stream before blaming the engine.
3. Sample vertex color in the material
Add a Vertex Color node (Godot) or read COLOR in the shader, or enable the Use Vertex Color slot. If the material never reads the stream, the data imports but never shows.
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 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.