Quick answer: Detect the active input device and bind prompt glyphs to the current action mapping, updating live when the player switches between keyboard and controller.

Telling a gamepad player to “Press Space” or showing Xbox glyphs to a PlayStation user breaks immersion and confuses beginners. Hardcoded glyphs cannot follow the device. Resolve glyphs from the current binding and update on device switch.

How to fix it

1. Detect the active device

Track the last-used input device and treat that as authoritative for prompts. In Unreal, switch on the most recent input source rather than a fixed assumption.

2. Resolve glyphs from bindings

Look up the glyph from the action's current mapping for the active device, so rebinds and device type both reflect correctly. Do not embed glyph names in the dialogue text.

3. Update prompts live on switch

If the player picks up a controller mid-tutorial, refresh visible prompts immediately. A stale keyboard glyph after switching to gamepad is the most common report.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.