Quick answer: Drive the timer from scaled delta time or a dedicated pausable clock, so setting the game to paused freezes the countdown along with everything else.
A level timer that keeps draining behind the pause menu is reading real time, not game time. Switch it to a pausable clock. Here is how.
How to fix it
1. Use scaled delta time
Decrement the timer by the frame's scaled delta rather than real-time delta, so a paused frame at timescale zero contributes nothing to the countdown.
2. Or use a dedicated game clock
Maintain a game clock you stop advancing on pause and compute remaining time from it, keeping the timer independent of any UI animations that may need real time.
3. Keep UI animations unscaled
If the pause menu itself needs to animate, run only those visuals on unscaled time while the gameplay timer stays on the pausable clock.
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.