Quick answer: Emit checkpoint and progress events through the level plus a level_quit event carrying the last checkpoint and exit reason, so you can chart where abandonment concentrates.
When players churn on level 5 you have no idea whether it is the boss, a jump, or a softlock. Logging the last checkpoint reached on quit pinpoints the exact section to fix.
How to fix it
1. Emit checkpoint progress
Fire a checkpoint_reached event with a checkpoint index or distance value as the player advances. The last checkpoint before a quit is your hotspot indicator.
2. Log quit with context
On exit-to-menu, death-give-up, or app close mid-level, send level_quit with the last checkpoint, attempt count, and reason. This separates rage-quits from normal exits.
3. Chart abandonment by checkpoint
Aggregate quits by checkpoint index to see where the curve falls off a cliff. The spike points directly at the section that needs tuning.
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.