Quick answer: Either ensure the bound actor exists in the level for possessables, or convert the track to a spawnable so Sequencer creates the actor itself when the sequence plays.
A possessable that animates nothing at runtime is bound to an actor that is not present. Providing it or switching to a spawnable fixes it. Here is how.
How to fix it
1. Keep possessable targets in the level
Possessables bind by actor id to objects placed in the level; make sure that actor exists when the sequence plays. If it is spawned at runtime, rebind it with a binding override.
2. Convert to spawnable when appropriate
For actors that should not exist until the cutscene, right-click the track and Convert to Spawnable so Sequencer instantiates and owns the actor for the sequence's duration.
3. Rebind dynamically with SetBindingByTag
For runtime-spawned actors, use binding overrides (for example AddBinding/SetBindingByTag on the player) to point the possessable at the live instance before playing.
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.