Quick answer: Fix up redirectors (right-click the folder, Fix Up Redirectors) so references point directly at the new paths, and avoid deleting assets that others still reference.

Redirector errors come from moved assets leaving forwarding stubs. Fixing them up cleans the references. Here is how.

How to fix it

1. Fix up redirectors

When you rename or move an asset, Unreal leaves a redirector. Right-click the folder and choose Fix Up Redirectors so references are rewritten to the new path and the stubs are removed.

2. Resave referencing assets

Fixing up redirectors resaves the assets that referenced the moved one. Commit those changes so other team members and the cook see the updated references, not the redirectors.

3. Do not delete referenced assets

Deleting an asset that others reference breaks them. Use the reference viewer to check what depends on an asset before deleting or moving it, and fix up references afterward.

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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.