Quick answer: Handle spawn collision so it succeeds, provide a valid class and location, and ensure the spawned actor has a visible component and is not hidden.
An actor not spawning is a failed spawn or an invisible result. Here is how to fix it.
How to fix it
1. Make the spawn succeed
If the spawn location overlaps geometry, SpawnActor can fail and return null. Set the spawn collision handling to adjust-but-always-spawn, and provide a valid class and a sensible transform.
2. Give it a visible component
An actor with no mesh or visible component spawns but shows nothing. Confirm the actor class has a visible root component (a static or skeletal mesh) that is set to be visible.
3. Check hidden and location
Ensure the spawned actor is not set hidden in game and is at a location within view, not far off in the world. A spawned-but-hidden or distant actor looks like it failed to spawn.
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.