Quick answer: Ensure the player is logged in, define the leaderboard read with matching column metadata, and read results only in the completion delegate.
In Unreal you call ReadLeaderboards and get an empty array even though scores exist, because the identity interface was not logged in or your stat columns do not match. Fixing identity and columns returns rows.
How to fix it
1. Confirm login first
Verify the Identity interface reports the player as logged in before issuing the read; an unauthenticated read against most subsystems returns nothing.
2. Match the column metadata
Define your FOnlineLeaderboardRead columns and sort column to exactly match the leaderboard configured in the platform backend; a name mismatch yields empty results.
3. Read in the delegate
Bind OnLeaderboardReadCompleteDelegate and only read Rows there, after success; reading synchronously after the call returns stale or empty data.
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.