Quick answer: Expose the behaviour through BlueprintCallable functions or move pure logic into a UFUNCTION you can call from a spec, then assert on the resulting state.
Automation specs are C++ and cannot click through a Blueprint graph. Giving the logic a callable, testable entry point lets a spec invoke it and check the outcome.
How to fix it
1. Expose callable entry points
Mark the key operations UFUNCTION(BlueprintCallable) so a spec can spawn the actor and call them directly, then assert on the changed properties.
2. Move pure logic to C++
Pull deterministic calculations (damage formulas, state transitions) into a plain UFUNCTION or static helper that needs no world, which is trivial to unit test.
3. Use functional tests for graph flow
For behaviour that must stay in Blueprint, place an FunctionalTest actor in a test map that drives the graph and reports pass/fail, which the automation runner executes.
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.