Quick answer: Only apply the leveling assist when the relevant axis has no player input, and fade it in after a short hands-off delay, so the assist stabilizes only when the player lets go.
Players feel the plane resisting their rolls and pitches because the assist is always trying to level it. Disabling the assist on an axis while that axis is commanded makes it help instead of fight.
How to fix it
1. Gate assist per axis on input
For each axis, skip the auto-leveling torque whenever the player is applying input on that axis, so the assist never opposes an active command.
2. Fade in after hands-off
Begin leveling only after a short delay once input is released, and ramp the assist strength up, so it gently recovers attitude rather than snapping the moment the stick centers.
3. Expose assist strength and toggle
Let players tune the leveling strength or turn the assist off entirely, since experienced pilots often prefer full manual control without any auto-leveling.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.