Quick answer: Use the Reference Viewer and the cook log to locate the dangling reference, fix up redirectors, and add the asset's folder to Additional Asset Directories to Cook or replace the broken reference.
The project runs in-editor, but Package Project fails with errors about an asset that could not be found or was not cooked. A reference that is fine in memory is unresolved at cook time.
How to fix it
1. Read the cook log
Open the cook log and find the asset path it failed on. The message names the referencing package and the missing target, which points you at the broken link.
2. Trace with Reference Viewer
Right-click the referencing asset and open Reference Viewer to see what it points at. Fix up redirectors and repoint or delete any reference to a missing asset.
3. Include uncooked folders
If the asset is real but in a folder that is not cooked (for example referenced only by string), add its directory to Project Settings > Packaging > Additional Asset Directories to Cook.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.