Quick answer: Apply a low-pass submix effect (or set the base submix LPF frequency) when the listener enters water, and ramp it back out on exit, so the whole mix muffles consistently underwater.
An underwater effect should muffle the entire mix, not one sound. Adding a low-pass submix effect toggled by the water volume gives the muffled, dampened feel and reverts cleanly on exit.
How to fix it
1. Add a low-pass submix effect
Create a Submix Effect Filter (low-pass) and add it to the master/base submix; enable it when the listener's view location is below the water surface.
2. Ramp the cutoff
Interpolate the cutoff frequency down on entry and back up on exit over a short time so the transition into and out of water glides rather than snaps.
3. Trigger from the water volume
Drive the toggle from the water Physics/Post-Process volume's overlap on the listener, not the pawn, so audio muffles based on where the camera/listener actually is.
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.