Quick answer: Use equal-power crossfade curves so the summed power stays constant, or shape the param-to-volume curves as square-root fades so the midpoint does not lose perceived loudness.

Linear amplitude crossfades dip in loudness at the center because power is amplitude squared. Equal-power (square-root) curves keep total power constant, eliminating the mid-crossfade dip.

How to fix it

1. Shape equal-power curves

Set the fade-in and fade-out volume curves to a square-root (equal-power) shape rather than linear, so at the midpoint each is near 0.707 and their power sums to full.

2. Use the crossfade node correctly

If using Crossfade by Param, verify its built-in curve is equal-power; otherwise drive two volumes with custom curve assets shaped for constant power.

3. Align the tracks

Crossfade musically related tracks at the same tempo/position so the constant-power overlap does not also introduce phase or beat-matching artifacts.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.