Quick answer: Open the material and enable the matching Used with Niagara usage flag, save and recompile, then reassign it to the renderer.
Unreal compiles a material per usage context. If the Niagara usage flag is off, the engine falls back to the default material on particles. Enabling it fixes the render. Here is how.
How to fix it
1. Enable the Niagara usage flag
In the material's Details under Usage, check Used with Niagara Sprites (or Meshes/Ribbons to match your renderer). Save so the engine compiles the Niagara variant.
2. Reassign and recompile
After enabling the flag, reassign the material to the Niagara renderer if it reverted, and let shaders recompile. The default checker disappears once the correct variant exists.
3. Check particle color input
If sprites are black rather than checkered, the material may multiply by Particle Color that is zero; wire a Particle Color node and a sensible emissive/base color.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.