Quick answer: Build HLODs from the Build menu (Build HLODs), assign an HLOD layer to the actors, and confirm the HLOD setup's loading range so proxies stream in as cells unload.
Distant areas vanishing means there is no HLOD proxy for unloaded cells. Building HLODs and assigning HLOD layers creates those proxies. Here is how.
How to fix it
1. Build the HLODs
Run Build > Build HLODs (or the full World Partition build) so Unreal generates merged proxy meshes for each HLOD cell; without this step unloaded cells render nothing.
2. Assign actors to an HLOD layer
Give the static actors an HLOD Layer so they are included in the proxy; actors with no HLOD layer are excluded and leave holes in the distant view.
3. Tune HLOD loading range
Set the HLOD layer's loading range so proxies appear before the detailed cell unloads, avoiding a frame where neither the cell nor its HLOD is visible.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.