Quick answer: Enable the glint only when ADS progress reaches full and the equipped optic exceeds the glint magnification threshold, and disable it immediately on un-scope.
Enemies see your scope glint flash while you are still raising the rifle, giving away a shot you have not lined up. The glint is gated on the press, not full ADS. Tying it to full zoom fixes the tell. Here is how.
How to fix it
1. Gate glint on full ADS progress
Only spawn or enable the glint billboard when the aim-in alpha equals 1 and the player is holding the look direction, not on the ADS button press. Disable it the instant ADS alpha drops below full.
2. Threshold by magnification
Apply glint only to optics above a magnification cutoff (for example 4x and up) so low-power scopes and red dots never glint. Read it from the attached optic's stats, not a global flag.
3. Orient glint toward viewers
Render the glint as a view-facing billboard whose intensity scales with how directly the scope faces a potential observer, so it reads as a real lens reflection rather than an omnidirectional flag.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.