Quick answer: Gate the Delay with a Do Once or a boolean so re-triggers are ignored while it is counting, or move it off an every-tick event.

A Delay re-entered before it finishes starts over, so a per-tick trigger leaves it perpetually counting. Gating the entry fixes a Delay that never completes. Here is how.

How to fix it

1. Block re-entry with Do Once

Put a Do Once before the Delay so repeated triggers are ignored until you call its Reset. This stops the per-tick restart while the timer runs.

2. Latch with a boolean

Set an IsWaiting boolean true before the Delay and branch on it so the event skips the Delay while already waiting, then clear it after the Delay completes.

3. Move it off Tick

If the Delay sits downstream of Event Tick, that alone re-triggers it every frame. Drive it from a discrete event instead so it is entered once per intended action.

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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.