Quick answer: Capture the weapon, hit zone, and distance at the moment the damage is applied and attach that context to the death event, so the killfeed reports what actually killed.

The killfeed says you got a kill with the pistol you just switched to, or omits the headshot you clearly landed, because it reads state at death time. Capturing context at the fatal hit fixes it. Here is how.

How to fix it

1. Attach context to the damage event

When damage is applied, record the causing weapon, the hit zone (head/body/limb), and the range into the damage info. The killfeed reads these, not the killer's live equipment.

2. Carry the last fatal hit into the death

When a player dies, build the death event from the damage instance that reduced health to zero, so the credited weapon and headshot flag reflect the actual killing blow.

3. Handle delayed-damage sources

For grenades, fire, and bleed, stamp the originating weapon and zone at the moment damage was queued, so a lingering effect still credits the right killer and weapon icon.

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.