Quick answer: Reference the sequence from a cooked asset or add it to Additional Asset Directories to Cook, and verify the Level Sequence Actor is actually in the packaged level.

A Level Sequence that works in editor but is silent when packaged was cooked out. Ensuring it is referenced and packaged fixes it. Here is how.

How to fix it

1. Make sure the asset is cooked

Add the sequence's folder to Project Settings > Packaging > Additional Asset Directories to Cook, or reference the sequence from an asset that is already cooked, so it ships in the build.

2. Verify the Sequence Actor in the level

Confirm a Level Sequence Actor with the sequence assigned exists in the packaged level and that Auto Play (or your trigger) is set; a runtime-spawned director may need the asset hard-referenced.

3. Check the output log on device

Run the packaged build with logging and look for 'failed to load' on the sequence path; a missing-asset warning confirms a cook/reference problem rather than a playback bug.

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.