Quick answer: Detect drafting with a cone or capsule trace behind the lead car, then reduce the follower's drag coefficient while in the cone so it accelerates naturally toward a higher top speed.
Players never feel the tow when tucking in behind a rival because a single forward ray misses unless perfectly lined up. A wider draft volume plus a drag reduction model makes the slipstream reliable and physical.
How to fix it
1. Use a draft cone, not a single ray
Test whether the follower is within a cone or capsule extending behind the lead car, allowing for some lateral and angular offset, so the tow triggers across realistic positions.
2. Reduce drag instead of adding speed
While in the draft, lower the car's aerodynamic drag so it naturally accelerates to a higher top speed, rather than teleporting velocity, which feels and looks unnatural.
3. Scale the effect by distance
Make the drag reduction strongest right behind the car and fade to zero at the cone's edge, so closing the gap is rewarded and the bonus tapers smoothly as you pull alongside.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.