Quick answer: Ensure the build step actually compiled the right target (Game/Client/Server) and configuration, and package from a state where those binaries exist for the platform.
The stage step looked for the game executable and found nothing — the compile either failed earlier or built a different target. The log knows. Here is the checklist.
How to fix it
1. Confirm the compile step ran
In the UAT log, the Build phase should list your target compiling; a skipped or failed build with staging continuing anyway ends exactly here.
2. Match target and configuration
Packaging a DedicatedServer or Client target requires those target files (.Target.cs) and explicit selection — packaging defaults build the Game target only.
3. Blueprint-only quirks
Projects with no C++ use precompiled engine binaries; adding any C++ (or a source-built engine) shifts the expectation to project binaries — add the trivial C++ class properly or align the engine association.
4. Rebuild after cleaning
Stale Intermediate/Binaries after engine switches confuse the pipeline — clean both folders, regenerate project files, rebuild, then package.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.