Quick answer: Fix up redirectors, resolve broken soft references, ensure referenced assets are in a cooked directory, and add needed content to the packaging asset list.
Your Unreal project runs in the editor but packaging fails during the cook step on an asset it cannot find. Resolving the dangling references and redirectors fixes it.
How to fix it
1. Fix up redirectors
Right-click the affected folders in the Content Browser and choose Fix Up Redirectors, or run ResavePackages -fixupredirects, so moved-asset references point at the real assets instead of stale redirectors.
2. Resolve broken references
Use Reference Viewer on the failing asset and the Output Log's cook error to find the missing dependency, then repath the soft reference or restore the asset it points to.
3. Include assets the cooker misses
If the asset is only loaded by path at runtime, add its folder to Project Settings > Packaging > Additional Asset Directories to Cook so the cooker does not skip it.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.