Quick answer: Switch from legacy Hot Reload to Live Coding for source changes, and for header or UPROPERTY changes close the editor and rebuild from your IDE so the new module loads cleanly.
You edit C++ and hot reload, but the game still runs the old logic or new UPROPERTYs do not appear. Hot reload has well-known limits around anything that changes a class's layout.
How to fix it
1. Use Live Coding instead
Enable Live Coding (Ctrl+Alt+F11) for function-body changes. It is more reliable than legacy Hot Reload, though it still cannot add or remove UPROPERTYs.
2. Restart for structural changes
Any change to headers, member variables, UPROPERTY macros, or constructors requires closing the editor and doing a full IDE build so the recompiled module loads fresh.
3. Avoid hot-reload artifacts
Delete any HotReload-numbered files and rebuild if Blueprints reference a hot-reloaded class oddly, since those temporary DLLs can leave dangling class references.
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.