Quick answer: Switch the nameplate WidgetComponent to Screen space draw mode, or clamp its world scale within a min and max so far players stay readable and near players do not overwhelm the view.
Nameplates that vanish at distance or balloon up close are a scaling problem. In Unreal the WidgetComponent's draw mode and scale rules control this. Using Screen draw mode or clamping the scale keeps gamertags legible at every range.
How to fix it
1. Use Screen draw mode
Set the nameplate WidgetComponent draw mode to Screen so it renders at a fixed pixel size regardless of distance, keeping names readable across the map.
2. Or clamp world scale by distance
If you need world-space depth, compute a scale from camera distance and clamp it between a minimum and maximum so the plate never shrinks to nothing or fills the screen.
3. Fade out beyond a range
Past a maximum distance, fade the nameplate out entirely rather than rendering an unreadable speck, and skip its update to save performance.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.