Quick answer: Expose a player-adjustable FOV slider on the camera, default it to a comfortable value, and keep the viewmodel/weapon FOV separate so guns do not distort.
A locked, narrow FOV is one of the biggest motion-sickness triggers in first-person games. An FOV slider fixes it. Here is how.
How to fix it
1. Expose an FOV slider
Drive the camera component's FieldOfView from a saved setting, typically a range of about 70 to 120 degrees, and apply it on spawn and on change.
2. Separate weapon FOV
Render the first-person arms and weapon on a separate field of view so raising world FOV does not stretch or shrink the viewmodel.
3. Add comfort extras
Pair the FOV option with toggles for head bob, camera roll, and motion blur, since all of them contribute to simulator sickness.
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.