Quick answer: Use Live Coding only for function-body edits, close the editor and rebuild normally for header or class-layout changes, and clean stale patch state when errors persist.
Live Coding patches function bodies brilliantly and everything else poorly. Knowing the boundary saves the afternoon. Here is where it is.
How to fix it
1. Keep it to bodies
Editing logic inside existing functions hot-patches reliably; adding/removing members, UPROPERTYs, virtuals, or changing signatures corrupts state or fails — that is rebuild territory.
2. Rebuild cleanly for structure
For header changes: close the editor, build from the IDE, reopen — patching around structural edits produces crashes that look like gameplay bugs.
3. Clear stale patches
Persistent weirdness after several sessions: close the editor and delete the Live Coding patch outputs (and Intermediate if needed), then rebuild — old patches loaded against new binaries misbehave.
4. Do not mix external builds mid-session
Building from the IDE while the editor runs with Live Coding enabled desyncs the two — pick one compilation route per session.
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.