Quick answer: Add a skip option that sets the same completion flags the full tutorial would set, then unlocks the same content so skipping leaves no half-configured state.

Nothing burns goodwill faster than forcing a veteran through a slow tutorial they cannot escape. The trick is not just hiding a skip button, it is making skip set every flag the real tutorial sets so the game does not break afterward. Here is how.

How to fix it

1. Add an explicit skip path

Offer a clear “Skip tutorial” prompt at the start. Hiding skip to boost completion metrics only makes experienced players quit instead, which hurts retention more than the metric helps.

2. Make skip set the same flags

Whatever booleans, unlocks, and save values the full tutorial writes at completion, the skip path must write too. Call a single CompleteTutorial() function from both paths so they cannot diverge.

3. Confirm post-skip state in a test

Skip the tutorial, then verify abilities, objectives, and unlocked areas match the state of a player who finished it. A common bug is skipping leaving an ability locked because only the full path granted it.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.