Quick answer: Add a self-pruning step in the PCG graph, such as a distance-based prune or a Poisson-style sampler, so points closer than the mesh footprint are removed before spawning.
Trees and rocks clipping through each other from Unreal PCG means the graph never prunes by distance. A self-pruning node enforces minimum spacing.
How to fix it
1. Add a distance-based prune
Insert a node that removes points within a minimum distance of each other (a self-pruning / point-distance node), set to at least the radius of your largest scattered mesh, so spawned meshes no longer overlap.
2. Sample with spacing from the start
Prefer a Poisson-disk style sampler over uniform density sampling for the scatter, since it generates well-spaced points directly rather than generating clumps you then have to prune away.
3. Account for mesh bounds, not point radius
Set the prune distance from the actual bounds of the static meshes you spawn, not an arbitrary radius, so wide canopies and bushes get enough clearance to stop visual intersection.
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.