Quick answer: Check the target's immunity (and validity) at the start of every tick, and remove the effect immediately if the target has become immune.
If a burn keeps damaging an enemy that just gained immunity, the tick timer ignores immunity. Re-checking it each tick fixes it. Here is how.
How to fix it
1. Check immunity per tick
At the top of the tick callback, query the target's immunity to the effect type and skip or remove the effect if immune, rather than only checking at apply time.
2. Remove the effect on immunity
If the target became immune mid-effect, clear the timer and the effect so no further ticks queue up while immunity lasts.
3. Validate the target each tick
Guard against a destroyed or dead target with an IsValid check so the timer cannot apply damage to a stale actor reference.
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.