Quick answer: Route the Intensity parameter through an interpolated gain on the high-energy stem, and call SetFloatParameter on the audio component each time combat heat changes.
Horizontal layering means stems play together silently and you fade each in by intensity. If the parameter is not wired to a gain, the layer stays muted no matter what you set.
How to fix it
1. Wire intensity to a gain
In the MetaSound graph, connect the Intensity input to a multiply/gain on the combat stem, ideally through an InterpTo node so the layer ramps rather than pops.
2. Set the parameter at runtime
Call AudioComponent->SetFloatParameter("Intensity", value) from gameplay whenever the threat level changes; verify the parameter name matches the graph input exactly.
3. Keep all stems playing
Start every layer at the same sample position with gain 0 so fading one in is phase-aligned with the others and you avoid timing drift between stems.
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.