Quick answer: Make sure the floor has collision enabled, spawn the character above the surface, and check the capsule collision and movement mode so it rests on the ground.
An Unreal character that falls through the world is missing collision support somewhere — on the floor, the capsule, or at spawn. Here is the checklist.
How to fix it
1. Confirm the floor has collision
The ground mesh needs collision enabled with a profile that blocks the character. A floor with no collision, or set to overlap rather than block, lets the character fall straight through.
2. Spawn above the surface
Spawning a character at or below the floor can push it through before physics settles. Spawn slightly above the ground (or use a ground trace) so it lands on top rather than starting inside it.
3. Check the capsule and movement mode
The character's capsule must have collision and the movement component should be in walking or falling appropriately. A misconfigured capsule or a stuck movement mode can drop it through the floor.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.