Quick answer: Reference assets so they are cooked, add dynamically-loaded content to the additional directories to cook, and use the asset manager for runtime-loaded content.

An Unreal package missing content is uncooked dynamic assets. Including them fixes it. Here is how.

How to fix it

1. Reference assets to cook them

The cook includes assets that are referenced by something in the build. Assets loaded only by string path at runtime are not seen as referenced and get cut. Reference them, or mark them to always cook.

2. Add directories to cook

For folders of content loaded dynamically, add them to the Additional Asset Directories to Cook in the packaging settings, so the cook includes them even without direct references.

3. Use the asset manager

For runtime-loaded content, register it with the asset manager and load through it, so the system knows to cook and package it. This is the robust way to handle content not statically referenced.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.