Quick answer: Pass the exact FName row key, use the matching row struct as the template type, and provide a context string so failures log usefully.
FindRow
How to fix it
1. Match the row name exactly
The FName you pass must equal the row's key character-for-character; a trailing space or different case will miss. Verify against the table's Name column.
2. Use the correct row struct
FindRow<T> must be templated on the same struct the table was built with; a mismatched struct returns null even for an existing row.
3. Pass a context string
Always supply a non-empty context string argument so Unreal logs a clear warning naming the table and row when the lookup fails.
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.