Quick answer: Enable the input plugins in the packaged config, make sure the window takes focus on launch, and verify the device shows up in the platform's controller list.

If a pad works in the editor but a packaged build ignores it, the build is missing input handling or window focus. Restoring both fixes detection. Here is how.

How to fix it

1. Confirm input plugins are packaged

Check that XInput (and RawInput if you use it) is enabled and not editor-only. A plugin disabled for Shipping leaves the packaged build blind to controllers.

2. Force window focus on launch

Some launchers start the game unfocused; gamepad polling only runs for the focused window. Call SetWindowFocus or remove a borderless setting that drops focus.

3. Test the platform list

Confirm the controller appears in the OS device list before launching. A pad in DirectInput-only mode without an XInput wrapper will not be seen by the default Unreal handler.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.