Quick answer: Lower the environment/skylight intensity multiplier, set a sensible exposure or tonemapper, and balance the HDRI against your key lights rather than leaving it at full energy.
An HDRI sky contains genuine sun-and-sky energy. Dropped in at full strength it overpowers your scene and blows out highlights. Scaling its intensity and using proper exposure brings it into balance.
How to fix it
1. Scale the environment intensity
Reduce the skylight/environment intensity multiplier so the HDRI's ambient and reflection energy sit at the level your key and fill lights expect.
2. Set exposure and tonemapping
Apply a tonemapper (ACES/Filmic) and a sensible exposure (or auto-exposure with clamped min/max) so high HDRI values roll off instead of clipping to white.
3. Separate diffuse and specular contribution
If reflections blow out but diffuse is fine, lower only the specular/reflection contribution of the environment, or pick a less hot HDRI for reflections.
4. Recapture and rebake
After adjusting intensity, recapture the skylight/probe and rebake GI so baked ambient matches the dialed-back realtime preview.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.