Quick answer: When a unit finishes production, immediately issue a move (or attack-move) order to the building's stored rally location.
A rally point is useless if freshly built units just clog the production building's exit. The unit must receive a move order at spawn. Here is how to wire it.
How to fix it
1. Store the rally on the building
Keep a RallyPoint location and optionally a target actor on the producing structure, set when the player right-clicks with the building selected.
2. Order the unit at spawn
In the production-complete callback, after spawning the unit, call its move command with the rally location. If the rally is a resource node or enemy, issue gather or attack-move instead.
3. Offset the spawn exit
Spawn units at a defined exit transform just outside the building footprint so they do not collide with it before the rally order takes effect.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.