Quick answer: Record deformation deltas (region and new heights) in your save system and reapply them on load via the runtime height edit API, scoped to the affected landscape components.
Lost landscape deformation means runtime height writes were never persisted. Saving the deltas and reapplying on load fixes it. Here is how.
How to fix it
1. Capture deformed regions
When you modify landscape heights at runtime, record the affected rectangle and its new height values to your save data so the change can be reconstructed later.
2. Reapply on load and on stream-in
On level load and when a cell streams back in, reapply the saved height edits to the landscape components so persistent craters or paths reappear correctly.
3. Scope edits to components
Apply deformation through the landscape edit interface targeting only the affected components so reapplication is fast and does not rebuild the entire landscape.
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.