Quick answer: Add a reload that re-parses the .ini and reapplies values to the systems that use them, watching the file or exposing a console reload command.
You expose tunables in an .ini so testers can tweak without rebuilding, but edits do nothing until the game restarts. The cause is parsing the file only at startup and caching the values, with no path to re-read them live.
How to fix it
1. Add a reload entry point
Provide a console command or hotkey that re-parses the .ini and pushes the new values into the systems that consume them, instead of only reading at startup.
2. Reapply, do not just re-store
After re-parsing, actively reapply values that have side effects (resolution, volume, spawn rates). Updating a stored field is not enough if the system already cached or applied it.
3. Validate on reload
Validate types and ranges when reloading and reject bad values with a message, so a typo in the .ini does not push a garbage value into the game mid-session.
4. Optionally watch the file
For fast iteration, watch the .ini for changes and auto-reload on save, debounced so a single edit does not trigger multiple partial reloads.
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 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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.