Quick answer: Resolve the leaderboard handle with FindOrCreateLeaderboard, then UploadLeaderboardScore with the correct update method, and read the upload result callback.
Players finish a run but the leaderboard stays empty because the upload was made on an invalid handle or the score was rejected as not-best. Getting the handle and upload method right fixes it.
How to fix it
1. Get a valid leaderboard handle
Call FindOrCreateLeaderboard (or FindLeaderboard) and wait for the result before uploading. Uploading with a zero or stale SteamLeaderboard_t handle silently no-ops.
2. Pick the right update method
Use k_ELeaderboardUploadScoreMethodForceUpdate when you want every score recorded; KeepBest discards a score that is not higher than the stored one, which looks like a failed upload.
3. Check the upload callback
Handle LeaderboardScoreUploaded_t and verify m_bSuccess and m_bScoreChanged. This tells you whether the score was accepted and stored versus rejected.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.