Quick answer: Ensure everything ships: add always-cook rules for soft-referenced content, check plugin/chunk inclusion, and diff the staged build's contents against expectations before release.
The editor sees your whole project; the package sees only what the cook could reach. Anything reached by strings or configs at runtime is invisible to it. Here is how to close the gap.
How to fix it
1. Understand reachability
The cook includes assets reachable from maps in the build, plus configured always-cook paths — soft object paths, constructed asset paths in code, and data-driven references are NOT followed automatically.
2. Add explicit inclusion
Project Settings > Packaging: Additional Asset Directories to Cook (or primary asset rules) for folders loaded dynamically — skins, mod-style content, and data-table-referenced assets.
3. Check plugin content flags
A content plugin needs its content flag enabled and the plugin included for the target, or all its assets vanish in the package while the editor happily shows them.
4. Smoke-test the package visually
A scripted flythrough (or first-level checklist) on the packaged build catches missing content before players do — editor-vs-package divergence never shows in PIE testing.
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.