Quick answer: Define the achievement against a stat in the EOS Developer Portal, ingest the stat with the Stats interface, then unlock or let the threshold trigger it and query to confirm.
If an EOS achievement never fires, the underlying stat was not ingested or the definition is not linked. EOS gates most achievements on stat thresholds, not a bare unlock call.
How to fix it
1. Link a stat in the portal
In the EOS Developer Portal, define the achievement with its unlock threshold tied to a named stat. An achievement with no backing stat will not unlock from gameplay.
2. Ingest the stat
Call the Stats interface IngestStat with the player's product user ID so EOS evaluates the threshold; without ingestion the count never moves.
3. Confirm and cache
Use QueryPlayerAchievements to verify the unlocked state and handle the notification, since EOS may resolve the unlock server-side after ingestion.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.