Quick answer: Recompute each affected building's effective stats from base plus active upgrades whenever research completes, instead of copying stats once at placement.
When a researched +20% production only helps factories you build afterward, your buildings cached their stats at placement. The upgrade changes the template but not existing instances. Recompute effective stats from base plus active research. Here is the fix.
How to fix it
1. Separate base stats from effective stats
Store immutable base stats and compute effective stats as base * productOfActiveModifiers at use time, rather than freezing a final value when the building is placed.
2. Recompute on research complete
When a node unlocks, iterate the buildings it affects and recompute their effective stats so existing instances immediately gain the bonus alongside new ones.
3. Make modifiers data-driven
Represent upgrades as modifier entries the building looks up, so adding or reverting research is a list change and never requires re-stamping every instance.
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.