Quick answer: Keep the node actor alive in a depleted state, schedule respawn off a persistent timer or world time, and restore it when the timer elapses.
A player harvests a bush and it disappears forever, slowly stripping the map of resources. Usually the respawn timer was attached to an actor that got destroyed before it could fire.
How to fix it
1. Hide instead of destroy
Put the node into a depleted state (hidden mesh, disabled collision) rather than calling Destroy. A destroyed actor cannot run its own respawn timer.
2. Use world-time respawn
Record RespawnAt = WorldTime + Cooldown and restore the node when that time passes, so respawn survives level streaming and pauses. Per-actor timer handles are easy to lose.
3. Persist depleted state
Save each node's depleted flag and respawn time so reloading mid-cooldown does not either lock the node off forever or instantly refill the map.
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.