Quick answer: Scale the catch-up assist proportionally to the remaining gap and cut it off near zero, so it narrows the distance but cannot overshoot into a lead.
A rubber-band boost that does not taper will rocket a last-place player into first, which feels unfair to everyone. Scaling the assist by the live gap and zeroing it as the gap closes fixes it. Here is how.
How to fix it
1. Scale by the gap
Make the boost proportional to the distance or score gap behind the leader, so a large deficit gets a big assist and a small one gets almost none.
2. Taper to zero near parity
As the gap approaches zero, drive the assist to zero (and clamp it there) so a trailing player can catch up but never gets pushed ahead by the mechanic.
3. Cap the maximum assist
Limit the boost magnitude so even a huge deficit cannot produce an unrealistic surge that overtakes everyone at once.
4. Recompute per tick
Recalculate the gap and assist every update rather than latching a value, so the boost responds smoothly as positions change.
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.