Quick answer: Let quick-melee interrupt reload and ADS as its own high-priority action, play the melee, then return to a sensible state (cancel the reload or restore aim) afterward.
An enemy rushes you mid-reload, you hit melee, and nothing happens because reload locked the weapon. Quick-melee should always be available. Giving it interrupt priority fixes the panic-knife. Here is how.
How to fix it
1. Give melee interrupt priority
Allow the quick-melee input to fire from any weapon state by canceling the current reload, inspect, or ADS animation and playing the melee swing immediately.
2. Handle the interrupted reload
If melee cancels a reload, decide and apply the rule (reload restarts from scratch, or resumes) so ammo state stays consistent and the player is not left with a half-loaded weapon.
3. Restore state after the swing
When the melee finishes, return to the prior intent: re-enter ADS if the aim button is still held, or go back to the hip-ready pose, so control flows smoothly back to shooting.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.