Quick answer: Initialize pre-placed instances in On start of layout with a For Each, and use On Created only for runtime-spawned objects.
On Created skips objects already in the layout because they were never spawned at runtime. Initializing those separately on layout start fixes the gap. Here is how.
How to fix it
1. Initialize on layout start
Use On start of layout with a For Each Object to set up the instances placed in the editor, since their creation predates any runtime trigger.
2. Reserve On Created for spawns
Keep On created for instances made with the Create object action during play. It runs once per spawned instance, which pre-placed objects never trigger.
3. Share setup in a function
Put the per-instance initialization in a function and call it from both the start-of-layout loop and the On Created trigger, so pre-placed and spawned objects are set up identically.
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 Construct 3 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.