Quick answer: Register the asset's directory with the Asset Manager, use the asset's Primary Asset Id, or add it to Additional Asset Directories to Cook so it is packaged.
Your data assets load fine in editor but the packaged game shows defaults or crashes on null. The cooker only ships assets it can trace a hard reference to. Soft and managed references need explicit cook rules.
How to fix it
1. Configure the Asset Manager
In Project Settings > Asset Manager, add a Primary Asset Type pointing at your Data Asset class and its directory so the cooker discovers and packages every asset.
2. Force it into the cook
As a quick fix, add the folder to Project Settings > Packaging > Additional Asset Directories to Cook so the assets are guaranteed to ship.
3. Load by Primary Asset Id
Resolve managed data assets through UAssetManager::Get().GetPrimaryAssetObject rather than a raw soft path, so the loading path matches the cook rules.
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.