Quick answer: Enable 'Access as Unique Name' on the node in its own scene, remember %-lookups only see the current scene's uniques, and re-check after moving nodes between scenes.
Percent lookups are scoped to the scene that owns the node — not global. Most failures are either the checkbox missing or a cross-scene expectation. Here is the model and the fix.
How to fix it
1. Set the checkbox in the owning scene
Right-click the node > Access as Unique Name (the % badge appears). Instances of other scenes need it set inside their own scene file.
2. Respect the scene boundary
%HUD inside an enemy scene cannot see a unique name registered in the level scene; pass references down, use groups, or an autoload for cross-scene access.
3. Re-verify after refactors
Moving a node into a sub-scene silently removes it from the old scene's unique registry — the error appears at the old call sites.
4. Prefer % over deep paths anyway
Where it applies, %Name survives hierarchy reshuffles that break get_node("UI/Panel/HP") paths — this error is cheap compared to silent Nil from stale paths.
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 Godot 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.