Quick answer: Drive the scoreboard from replicated per-player stats that update reactively whenever a stat changes, rather than rebuilding only on respawn or score-tab open.
A scoreboard that only catches up when you die or respawn feels broken during fast matches. The cause is refreshing on too few events. Binding the UI to replicated stats so it updates the moment any value changes fixes the lag.
How to fix it
1. Replicate per-player stats
Keep kills, deaths, score, and objective counts as replicated values so every client receives changes as they happen, not only at coarse milestones.
2. Bind the UI reactively
Subscribe the scoreboard rows to those replicated values and update the specific changed cell, instead of rebuilding the whole board on a respawn event.
3. Refresh open scoreboard live
When a player holds the score tab open, keep it updating in real time rather than snapshotting it once on open, so the board reflects ongoing play.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.