Quick answer: Enable IME support on the field and consume composition (start/update/end) events so the composing text and committed result are inserted correctly.
CJK input goes through an IME composition phase that raw keystroke handling skips, leaving players unable to type their language. Handling composition events fixes it. Here is how.
How to fix it
1. Enable the platform IME for the field
Activate IME/text-input mode when the field gains focus (e.g. start text input on the platform) so the OS routes composition to your game rather than discrete keys.
2. Handle composition events
Process composition start/update/end (or the engine's IME callbacks) to show the in-progress pre-edit string and insert the committed text, instead of treating each keystroke as a final character.
3. Position the candidate window
Report the caret rectangle to the OS so the IME candidate list appears next to the cursor, which is required for usable Chinese and Japanese entry.
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 mobile 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.