Quick answer: Store the timer handle, clear it with Clear and Invalidate Timer by Handle before setting a new one, and avoid setting timers inside per-tick or repeatedly entered events.
Setting a timer repeatedly stacks timers that all fire. Tracking and clearing the handle before re-setting keeps exactly one timer running. Here is how.
How to fix it
1. Keep the timer handle
Capture the handle returned by Set Timer by Function Name into a variable. You need it to manage or stop the timer later.
2. Clear before re-setting
Before calling Set Timer again, call Clear and Invalidate Timer by Handle on the stored handle. This guarantees you do not leave an old timer running alongside the new one.
3. Do not set timers on Tick
Setting a timer inside Event Tick or a frequently re-entered event spawns a new one each frame. Set it once from a discrete event, or guard it with Do Once.
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.