Quick answer: Call StartSession on game start and EndSession (which flushes) on game end and PIE stop, and record events only between a valid start and end.

In Unreal, restarting PIE tears down the world while the analytics provider still holds an unflushed session, so your test events disappear. Bracketing events with StartSession/EndSession flushes them.

How to fix it

1. Bracket with start and end

Call StartSession when gameplay begins and EndSession when it ends; EndSession flushes buffered events to the provider. Events recorded outside a session are dropped.

2. Hook PIE and app shutdown

End the session on EndPlay and on editor PIE-stop so an editor restart flushes rather than discards. Relying on process exit alone loses the buffer in PIE.

3. Record only inside a session

Guard RecordEvent calls so they fire only between a valid start and end. Events emitted before StartSession have nowhere to go.

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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.