Quick answer: Extend or curve the water toward the horizon, fade the water color into the sky/fog color at distance, and add aerial perspective so the boundary dissolves.

Your ocean ends in a sharp straight line against the sky instead of fading into haze. The horizon should blend, with distant water taking on the sky's color through atmospheric haze.

How to fix it

1. Reach the horizon

Make the water plane large enough (or use a curved/skirt mesh) that its edge is below the true horizon line, so the player never sees the plane's actual boundary.

2. Fade water into sky

In the water material blend the surface color toward the sky/fog horizon color with distance so far water and the sky meet in a matching tone instead of a hard edge.

3. Apply aerial perspective

Enable height/distance fog or atmospheric scattering over the water so the horizon softens into haze, dissolving the seam the way a real sea horizon does.

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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.