Quick answer: Clamp the counter to the required amount and use a greater-than-or-equal completion test, and stop subscribing to the event once the objective is done.
A quest that needs 10 wolves but logs 12 will never fire a completion that checks for exactly 10. Clamp the count and test with >= so overshoot cannot strand the quest. Here is how.
How to fix it
1. Clamp the counter
Cap the increment at the required amount with something like count = min(count + 1, required) so the value can never exceed the goal.
2. Use a >= completion check
Test completion with count >= required rather than count == required, so a one-frame double increment cannot skip past the trigger value.
3. Unsubscribe when complete
Once the objective is satisfied, detach its event handler so later kills do not keep mutating a finished objective or re-firing completion logic.
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.