Quick answer: Cook for the right shader platform and feature level, disable over-aggressive permutation reduction, and warm the shader cache before measuring.
A material looks right in the editor but is broken in the packaged game because its shader permutation was not cooked. Including the correct permutation fixes it.
How to fix it
1. Cook for the right shader platform
Confirm the target's shader format and feature level are enabled in Project Settings so the cooker compiles permutations for the platform you ship, not just the editor's.
2. Limit permutation reduction
If you enabled material quality or shader permutation reduction settings, verify they are not stripping the variant your material uses at the runtime quality level, and re-cook.
3. Warm and inspect the shader cache
Build with shader cooking enabled and check the cook log for skipped or failed permutations; a permutation that failed to compile shows up there as the cause of the broken material.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.