Quick answer: Load the soft reference explicitly with LoadSynchronous or the Asset Manager before reading it, or hold a hard reference where immediate values are required.

You edited values on a Data Asset but PIE still uses defaults. A soft reference does not load the asset automatically; until it is loaded your code never sees the edits. Load it before reading.

How to fix it

1. Load the soft reference

Call SoftPtr.LoadSynchronous() (or async load and wait) before reading the asset, otherwise the pointer is null and you fall back to defaults.

2. Use a hard reference for always-needed data

If the asset is required every time, hold a TObjectPtr hard reference so it is loaded with the owner and its edits are always present.

3. Resolve through the Asset Manager

For managed assets, load via UAssetManager by Primary Asset Id so the asset is loaded and its current values are applied consistently.

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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.