Quick answer: Enable PSO precaching and ship a bundled PSO cache gathered from playthroughs, so pipeline states are compiled ahead of time instead of the first time a player sees each effect.
Hitches that happen the first time a new weapon, particle, or material shows up are PSO compilation stalls, not performance bugs. Precaching the pipeline states removes them. Here is how.
How to fix it
1. Confirm it is a PSO hitch
The tell is a one-time stutter the first time something new renders, never again that session. Use stat GPU and the PSO logging to confirm a pipeline state was compiled on that frame.
2. Enable PSO precaching
Turn on the PSO precaching settings so Unreal compiles likely pipeline states during load instead of mid-gameplay. This covers many cases automatically in recent engine versions.
3. Ship a gathered PSO cache
Record PSO caches by playing through content with the right settings, then bundle the cache so the shipped game precompiles those states at startup. Players then never hit the first-use compile stall.
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.