Quick answer: Load with the exact slot name and index you saved with, keep the SaveGame class compatible (add fields, do not reorder destructively), and check the save actually succeeded before relying on it.
A save that loads as empty is usually a slot mismatch or a changed save class. Both are easy to verify. Here is how to make load and save line up.
How to fix it
1. Match slot name and user index
LoadGameFromSlot must use the identical slot string and user index that SaveGameToSlot used. A different name returns null and your code falls back to defaults.
2. Keep the SaveGame class compatible
Removing or reordering properties can break loading of older saves. Add new fields with defaults rather than restructuring, and version your save data so you can migrate it.
3. Confirm the save was written
DoesSaveGameExist and the return value of SaveGameToSlot tell you whether a save is actually there. If saving silently failed (a disabled path, a permissions issue), there is nothing to load.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.