Quick answer: Have players update or install GPU drivers first, ship with the broadest feasible RHI settings for your audience, and state minimum GPU requirements clearly on the store page.
This is a player-environment error you will see in reviews and support tickets, not your logs. Your leverage is defaults, requirements, and a good support macro. Here is each.
How to fix it
1. Publish the driver fix
The majority case is missing/ancient drivers, especially post-Windows-reinstall — a support article with vendor driver links resolves most tickets; 'update via Windows Update' is not sufficient.
2. Choose supported RHIs deliberately
In project settings, decide DX11 vs DX12 (and feature level) against your actual audience's hardware; requiring DX12/SM6 silently excludes older machines that DX11 would serve.
3. Set store-page expectations
Minimum requirements naming a real GPU generation reduce purchases that end in this error and the refunds/reviews that follow.
4. Count the excluded
Wishlist-to-refund telemetry and launch-failure reports quantify how many players hit the wall — data for deciding whether supporting older feature levels is worth the rendering constraints.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.